2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
113 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
130 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
148 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
149 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
150 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
152 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157 cvar_t r_water_scissormode = {CVAR_SAVE, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
159 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
160 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
161 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
162 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
164 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
165 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
166 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
167 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
168 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
169 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
170 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
172 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
173 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
174 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
175 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
177 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
179 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
181 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
183 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
184 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
185 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
186 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
187 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
188 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
189 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
191 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
193 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
195 extern cvar_t v_glslgamma;
197 extern qboolean v_flipped_state;
199 static struct r_bloomstate_s
204 int bloomwidth, bloomheight;
206 int screentexturewidth, screentextureheight;
207 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
209 int bloomtexturewidth, bloomtextureheight;
210 rtexture_t *texture_bloom;
212 // arrays for rendering the screen passes
213 float screentexcoord2f[8];
214 float bloomtexcoord2f[8];
215 float offsettexcoord2f[8];
217 r_viewport_t viewport;
221 r_waterstate_t r_waterstate;
223 /// shadow volume bsp struct with automatically growing nodes buffer
226 rtexture_t *r_texture_blanknormalmap;
227 rtexture_t *r_texture_white;
228 rtexture_t *r_texture_grey128;
229 rtexture_t *r_texture_black;
230 rtexture_t *r_texture_notexture;
231 rtexture_t *r_texture_whitecube;
232 rtexture_t *r_texture_normalizationcube;
233 rtexture_t *r_texture_fogattenuation;
234 rtexture_t *r_texture_fogheighttexture;
235 rtexture_t *r_texture_gammaramps;
236 unsigned int r_texture_gammaramps_serial;
237 //rtexture_t *r_texture_fogintensity;
238 rtexture_t *r_texture_reflectcube;
240 // TODO: hash lookups?
241 typedef struct cubemapinfo_s
248 int r_texture_numcubemaps;
249 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
251 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
252 unsigned int r_numqueries;
253 unsigned int r_maxqueries;
255 typedef struct r_qwskincache_s
257 char name[MAX_QPATH];
258 skinframe_t *skinframe;
262 static r_qwskincache_t *r_qwskincache;
263 static int r_qwskincache_size;
265 /// vertex coordinates for a quad that covers the screen exactly
266 extern const float r_screenvertex3f[12];
267 extern const float r_d3dscreenvertex3f[12];
268 const float r_screenvertex3f[12] =
275 const float r_d3dscreenvertex3f[12] =
283 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
286 for (i = 0;i < verts;i++)
297 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
300 for (i = 0;i < verts;i++)
310 // FIXME: move this to client?
313 if (gamemode == GAME_NEHAHRA)
315 Cvar_Set("gl_fogenable", "0");
316 Cvar_Set("gl_fogdensity", "0.2");
317 Cvar_Set("gl_fogred", "0.3");
318 Cvar_Set("gl_foggreen", "0.3");
319 Cvar_Set("gl_fogblue", "0.3");
321 r_refdef.fog_density = 0;
322 r_refdef.fog_red = 0;
323 r_refdef.fog_green = 0;
324 r_refdef.fog_blue = 0;
325 r_refdef.fog_alpha = 1;
326 r_refdef.fog_start = 0;
327 r_refdef.fog_end = 16384;
328 r_refdef.fog_height = 1<<30;
329 r_refdef.fog_fadedepth = 128;
330 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
333 static void R_BuildBlankTextures(void)
335 unsigned char data[4];
336 data[2] = 128; // normal X
337 data[1] = 128; // normal Y
338 data[0] = 255; // normal Z
339 data[3] = 128; // height
340 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
345 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
355 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
358 static void R_BuildNoTexture(void)
361 unsigned char pix[16][16][4];
362 // this makes a light grey/dark grey checkerboard texture
363 for (y = 0;y < 16;y++)
365 for (x = 0;x < 16;x++)
367 if ((y < 8) ^ (x < 8))
383 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
386 static void R_BuildWhiteCube(void)
388 unsigned char data[6*1*1*4];
389 memset(data, 255, sizeof(data));
390 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNormalizationCube(void)
397 vec_t s, t, intensity;
400 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
401 for (side = 0;side < 6;side++)
403 for (y = 0;y < NORMSIZE;y++)
405 for (x = 0;x < NORMSIZE;x++)
407 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
408 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 intensity = 127.0f / sqrt(DotProduct(v, v));
444 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
445 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
446 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
447 data[((side*64+y)*64+x)*4+3] = 255;
451 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
455 static void R_BuildFogTexture(void)
459 unsigned char data1[FOGWIDTH][4];
460 //unsigned char data2[FOGWIDTH][4];
463 r_refdef.fogmasktable_start = r_refdef.fog_start;
464 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
465 r_refdef.fogmasktable_range = r_refdef.fogrange;
466 r_refdef.fogmasktable_density = r_refdef.fog_density;
468 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
469 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
471 d = (x * r - r_refdef.fogmasktable_start);
472 if(developer_extra.integer)
473 Con_DPrintf("%f ", d);
475 if (r_fog_exp2.integer)
476 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
478 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
479 if(developer_extra.integer)
480 Con_DPrintf(" : %f ", alpha);
481 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
482 if(developer_extra.integer)
483 Con_DPrintf(" = %f\n", alpha);
484 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
487 for (x = 0;x < FOGWIDTH;x++)
489 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
494 //data2[x][0] = 255 - b;
495 //data2[x][1] = 255 - b;
496 //data2[x][2] = 255 - b;
499 if (r_texture_fogattenuation)
501 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
502 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
506 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
507 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
511 static void R_BuildFogHeightTexture(void)
513 unsigned char *inpixels;
521 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
522 if (r_refdef.fogheighttexturename[0])
523 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
526 r_refdef.fog_height_tablesize = 0;
527 if (r_texture_fogheighttexture)
528 R_FreeTexture(r_texture_fogheighttexture);
529 r_texture_fogheighttexture = NULL;
530 if (r_refdef.fog_height_table2d)
531 Mem_Free(r_refdef.fog_height_table2d);
532 r_refdef.fog_height_table2d = NULL;
533 if (r_refdef.fog_height_table1d)
534 Mem_Free(r_refdef.fog_height_table1d);
535 r_refdef.fog_height_table1d = NULL;
539 r_refdef.fog_height_tablesize = size;
540 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
541 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
542 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
544 // LordHavoc: now the magic - what is that table2d for? it is a cooked
545 // average fog color table accounting for every fog layer between a point
546 // and the camera. (Note: attenuation is handled separately!)
547 for (y = 0;y < size;y++)
549 for (x = 0;x < size;x++)
555 for (j = x;j <= y;j++)
557 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
563 for (j = x;j >= y;j--)
565 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
570 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
571 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
572 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
573 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
576 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
579 //=======================================================================================================================================================
581 static const char *builtinshaderstring =
582 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
583 "// written by Forest 'LordHavoc' Hale\n"
584 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
586 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
589 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
590 "#define USELIGHTMAP\n"
592 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
593 "#define USEEYEVECTOR\n"
596 "#ifdef USESHADOWMAP2D\n"
597 "# ifdef GL_EXT_gpu_shader4\n"
598 "# extension GL_EXT_gpu_shader4 : enable\n"
600 "# ifdef GL_ARB_texture_gather\n"
601 "# extension GL_ARB_texture_gather : enable\n"
603 "# ifdef GL_AMD_texture_texture4\n"
604 "# extension GL_AMD_texture_texture4 : enable\n"
609 "//#ifdef USESHADOWSAMPLER\n"
610 "//# extension GL_ARB_shadow : enable\n"
613 "//#ifdef __GLSL_CG_DATA_TYPES\n"
614 "//# define myhalf half\n"
615 "//# define myhalf2 half2\n"
616 "//# define myhalf3 half3\n"
617 "//# define myhalf4 half4\n"
619 "# define myhalf float\n"
620 "# define myhalf2 vec2\n"
621 "# define myhalf3 vec3\n"
622 "# define myhalf4 vec4\n"
625 "#ifdef VERTEX_SHADER\n"
626 "uniform mat4 ModelViewProjectionMatrix;\n"
629 "#ifdef MODE_DEPTH_OR_SHADOW\n"
630 "#ifdef VERTEX_SHADER\n"
633 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
636 "#else // !MODE_DEPTH_ORSHADOW\n"
641 "#ifdef MODE_SHOWDEPTH\n"
642 "#ifdef VERTEX_SHADER\n"
645 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
646 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
650 "#ifdef FRAGMENT_SHADER\n"
653 " gl_FragColor = gl_Color;\n"
656 "#else // !MODE_SHOWDEPTH\n"
661 "#ifdef MODE_POSTPROCESS\n"
662 "varying vec2 TexCoord1;\n"
663 "varying vec2 TexCoord2;\n"
665 "#ifdef VERTEX_SHADER\n"
668 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
669 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
671 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
676 "#ifdef FRAGMENT_SHADER\n"
677 "uniform sampler2D Texture_First;\n"
679 "uniform sampler2D Texture_Second;\n"
680 "uniform vec4 BloomColorSubtract;\n"
682 "#ifdef USEGAMMARAMPS\n"
683 "uniform sampler2D Texture_GammaRamps;\n"
685 "#ifdef USESATURATION\n"
686 "uniform float Saturation;\n"
688 "#ifdef USEVIEWTINT\n"
689 "uniform vec4 ViewTintColor;\n"
691 "//uncomment these if you want to use them:\n"
692 "uniform vec4 UserVec1;\n"
693 "uniform vec4 UserVec2;\n"
694 "// uniform vec4 UserVec3;\n"
695 "// uniform vec4 UserVec4;\n"
696 "// uniform float ClientTime;\n"
697 "uniform vec2 PixelSize;\n"
700 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
702 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
704 "#ifdef USEVIEWTINT\n"
705 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
708 "#ifdef USEPOSTPROCESSING\n"
709 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
710 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
711 " float sobel = 1.0;\n"
712 " // vec2 ts = textureSize(Texture_First, 0);\n"
713 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
714 " vec2 px = PixelSize;\n"
715 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
716 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
717 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
720 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
721 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
723 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
724 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
725 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
726 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
727 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
728 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
729 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
730 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
731 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
732 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
733 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
734 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
735 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
736 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
737 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
738 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
739 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
740 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
741 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
744 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
745 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
746 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
749 "#ifdef USESATURATION\n"
750 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
751 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
752 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
753 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
756 "#ifdef USEGAMMARAMPS\n"
757 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
758 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
759 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
763 "#else // !MODE_POSTPROCESS\n"
768 "#ifdef MODE_GENERIC\n"
769 "#ifdef USEDIFFUSE\n"
770 "varying vec2 TexCoord1;\n"
772 "#ifdef USESPECULAR\n"
773 "varying vec2 TexCoord2;\n"
775 "#ifdef VERTEX_SHADER\n"
778 " gl_FrontColor = gl_Color;\n"
779 "#ifdef USEDIFFUSE\n"
780 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
782 "#ifdef USESPECULAR\n"
783 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
785 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "#ifdef USEDIFFUSE\n"
791 "uniform sampler2D Texture_First;\n"
793 "#ifdef USESPECULAR\n"
794 "uniform sampler2D Texture_Second;\n"
799 " gl_FragColor = gl_Color;\n"
800 "#ifdef USEDIFFUSE\n"
801 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
804 "#ifdef USESPECULAR\n"
805 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
806 "# ifdef USECOLORMAPPING\n"
807 " gl_FragColor *= tex2;\n"
810 " gl_FragColor += tex2;\n"
812 "# ifdef USEVERTEXTEXTUREBLEND\n"
813 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
818 "#else // !MODE_GENERIC\n"
823 "#ifdef MODE_BLOOMBLUR\n"
824 "varying TexCoord;\n"
825 "#ifdef VERTEX_SHADER\n"
828 " gl_FrontColor = gl_Color;\n"
829 " TexCoord = gl_MultiTexCoord0.xy;\n"
830 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
834 "#ifdef FRAGMENT_SHADER\n"
835 "uniform sampler2D Texture_First;\n"
836 "uniform vec4 BloomBlur_Parameters;\n"
841 " vec2 tc = TexCoord;\n"
842 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
843 " tc += BloomBlur_Parameters.xy;\n"
844 " for (i = 1;i < SAMPLES;i++)\n"
846 " color += texture2D(Texture_First, tc).rgb;\n"
847 " tc += BloomBlur_Parameters.xy;\n"
849 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
852 "#else // !MODE_BLOOMBLUR\n"
853 "#ifdef MODE_REFRACTION\n"
854 "varying vec2 TexCoord;\n"
855 "varying vec4 ModelViewProjectionPosition;\n"
856 "uniform mat4 TexMatrix;\n"
857 "#ifdef VERTEX_SHADER\n"
861 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
862 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
863 " ModelViewProjectionPosition = gl_Position;\n"
867 "#ifdef FRAGMENT_SHADER\n"
868 "uniform sampler2D Texture_Normal;\n"
869 "uniform sampler2D Texture_Refraction;\n"
870 "uniform sampler2D Texture_Reflection;\n"
872 "uniform vec4 DistortScaleRefractReflect;\n"
873 "uniform vec4 ScreenScaleRefractReflect;\n"
874 "uniform vec4 ScreenCenterRefractReflect;\n"
875 "uniform vec4 RefractColor;\n"
876 "uniform vec4 ReflectColor;\n"
877 "uniform float ReflectFactor;\n"
878 "uniform float ReflectOffset;\n"
882 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
883 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
884 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
885 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
886 " // FIXME temporary hack to detect the case that the reflection\n"
887 " // gets blackened at edges due to leaving the area that contains actual\n"
889 " // Remove this 'ack once we have a better way to stop this thing from\n"
891 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
892 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
893 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
894 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
895 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
896 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
899 "#else // !MODE_REFRACTION\n"
904 "#ifdef MODE_WATER\n"
905 "varying vec2 TexCoord;\n"
906 "varying vec3 EyeVector;\n"
907 "varying vec4 ModelViewProjectionPosition;\n"
908 "#ifdef VERTEX_SHADER\n"
909 "uniform vec3 EyePosition;\n"
910 "uniform mat4 TexMatrix;\n"
914 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
915 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
916 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
917 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
918 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
919 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
920 " ModelViewProjectionPosition = gl_Position;\n"
924 "#ifdef FRAGMENT_SHADER\n"
925 "uniform sampler2D Texture_Normal;\n"
926 "uniform sampler2D Texture_Refraction;\n"
927 "uniform sampler2D Texture_Reflection;\n"
929 "uniform vec4 DistortScaleRefractReflect;\n"
930 "uniform vec4 ScreenScaleRefractReflect;\n"
931 "uniform vec4 ScreenCenterRefractReflect;\n"
932 "uniform vec4 RefractColor;\n"
933 "uniform vec4 ReflectColor;\n"
934 "uniform float ReflectFactor;\n"
935 "uniform float ReflectOffset;\n"
939 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
940 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
941 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
942 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
943 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
944 " // FIXME temporary hack to detect the case that the reflection\n"
945 " // gets blackened at edges due to leaving the area that contains actual\n"
947 " // Remove this 'ack once we have a better way to stop this thing from\n"
949 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
950 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
951 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
952 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
953 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
954 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
955 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
956 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
957 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
958 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
959 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
960 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
963 "#else // !MODE_WATER\n"
968 "// common definitions between vertex shader and fragment shader:\n"
970 "varying vec2 TexCoord;\n"
971 "#ifdef USEVERTEXTEXTUREBLEND\n"
972 "varying vec2 TexCoord2;\n"
974 "#ifdef USELIGHTMAP\n"
975 "varying vec2 TexCoordLightmap;\n"
978 "#ifdef MODE_LIGHTSOURCE\n"
979 "varying vec3 CubeVector;\n"
982 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
983 "varying vec3 LightVector;\n"
986 "#ifdef USEEYEVECTOR\n"
987 "varying vec3 EyeVector;\n"
990 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
993 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
994 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
995 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
996 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
999 "#ifdef USEREFLECTION\n"
1000 "varying vec4 ModelViewProjectionPosition;\n"
1002 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1003 "uniform vec3 LightPosition;\n"
1004 "varying vec4 ModelViewPosition;\n"
1007 "#ifdef MODE_LIGHTSOURCE\n"
1008 "uniform vec3 LightPosition;\n"
1010 "uniform vec3 EyePosition;\n"
1011 "#ifdef MODE_LIGHTDIRECTION\n"
1012 "uniform vec3 LightDir;\n"
1014 "uniform vec4 FogPlane;\n"
1016 "#ifdef USESHADOWMAPORTHO\n"
1017 "varying vec3 ShadowMapTC;\n"
1024 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1026 "// fragment shader specific:\n"
1027 "#ifdef FRAGMENT_SHADER\n"
1029 "uniform sampler2D Texture_Normal;\n"
1030 "uniform sampler2D Texture_Color;\n"
1031 "uniform sampler2D Texture_Gloss;\n"
1033 "uniform sampler2D Texture_Glow;\n"
1035 "#ifdef USEVERTEXTEXTUREBLEND\n"
1036 "uniform sampler2D Texture_SecondaryNormal;\n"
1037 "uniform sampler2D Texture_SecondaryColor;\n"
1038 "uniform sampler2D Texture_SecondaryGloss;\n"
1040 "uniform sampler2D Texture_SecondaryGlow;\n"
1043 "#ifdef USECOLORMAPPING\n"
1044 "uniform sampler2D Texture_Pants;\n"
1045 "uniform sampler2D Texture_Shirt;\n"
1048 "#ifdef USEFOGHEIGHTTEXTURE\n"
1049 "uniform sampler2D Texture_FogHeightTexture;\n"
1051 "uniform sampler2D Texture_FogMask;\n"
1053 "#ifdef USELIGHTMAP\n"
1054 "uniform sampler2D Texture_Lightmap;\n"
1056 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1057 "uniform sampler2D Texture_Deluxemap;\n"
1059 "#ifdef USEREFLECTION\n"
1060 "uniform sampler2D Texture_Reflection;\n"
1063 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1064 "uniform sampler2D Texture_ScreenDepth;\n"
1065 "uniform sampler2D Texture_ScreenNormalMap;\n"
1067 "#ifdef USEDEFERREDLIGHTMAP\n"
1068 "uniform sampler2D Texture_ScreenDiffuse;\n"
1069 "uniform sampler2D Texture_ScreenSpecular;\n"
1072 "uniform myhalf3 Color_Pants;\n"
1073 "uniform myhalf3 Color_Shirt;\n"
1074 "uniform myhalf3 FogColor;\n"
1077 "uniform float FogRangeRecip;\n"
1078 "uniform float FogPlaneViewDist;\n"
1079 "uniform float FogHeightFade;\n"
1080 "vec3 FogVertex(vec3 surfacecolor)\n"
1082 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1083 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1085 "#ifdef USEFOGHEIGHTTEXTURE\n"
1086 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1087 " fogfrac = fogheightpixel.a;\n"
1088 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1090 "# ifdef USEFOGOUTSIDE\n"
1091 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1093 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1095 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1100 "#ifdef USEOFFSETMAPPING\n"
1101 "uniform float OffsetMapping_Scale;\n"
1102 "vec2 OffsetMapping(vec2 TexCoord)\n"
1104 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1105 " // 14 sample relief mapping: linear search and then binary search\n"
1106 " // this basically steps forward a small amount repeatedly until it finds\n"
1107 " // itself inside solid, then jitters forward and back using decreasing\n"
1108 " // amounts to find the impact\n"
1109 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1110 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1111 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1112 " vec3 RT = vec3(TexCoord, 1);\n"
1113 " OffsetVector *= 0.1;\n"
1114 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1124 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1125 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1126 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1127 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1130 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1131 " // this basically moves forward the full distance, and then backs up based\n"
1132 " // on height of samples\n"
1133 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1134 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1135 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1136 " TexCoord += OffsetVector;\n"
1137 " OffsetVector *= 0.333;\n"
1138 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1139 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1140 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 " return TexCoord;\n"
1144 "#endif // USEOFFSETMAPPING\n"
1146 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1147 "uniform sampler2D Texture_Attenuation;\n"
1148 "uniform samplerCube Texture_Cube;\n"
1151 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1153 "#ifdef USESHADOWMAP2D\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1157 "uniform sampler2D Texture_ShadowMap2D;\n"
1161 "#ifdef USESHADOWMAPVSDCT\n"
1162 "uniform samplerCube Texture_CubeProjection;\n"
1165 "#if defined(USESHADOWMAP2D)\n"
1166 "uniform vec2 ShadowMap_TextureScale;\n"
1167 "uniform vec4 ShadowMap_Parameters;\n"
1170 "#if defined(USESHADOWMAP2D)\n"
1171 "# ifdef USESHADOWMAPORTHO\n"
1172 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1174 "# ifdef USESHADOWMAPVSDCT\n"
1175 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1177 " vec3 adir = abs(dir);\n"
1178 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1179 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1180 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1183 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1185 " vec3 adir = abs(dir);\n"
1186 " float ma = adir.z;\n"
1187 " vec4 proj = vec4(dir, 2.5);\n"
1188 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1189 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1190 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1191 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1195 "#endif // defined(USESHADOWMAP2D)\n"
1197 "# ifdef USESHADOWMAP2D\n"
1198 "float ShadowMapCompare(vec3 dir)\n"
1200 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1203 "# ifdef USESHADOWSAMPLER\n"
1204 "# ifdef USESHADOWMAPPCF\n"
1205 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1206 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1207 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1209 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1212 "# ifdef USESHADOWMAPPCF\n"
1213 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1214 "# ifdef GL_ARB_texture_gather\n"
1215 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1217 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1219 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1220 "# if USESHADOWMAPPCF > 1\n"
1221 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1222 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1223 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1224 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1225 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1226 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1227 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1228 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1229 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1230 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1231 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1232 " locols.yz += group2.ab;\n"
1233 " hicols.yz += group8.rg;\n"
1234 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1235 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1236 " mix(locols, hicols, offset.y);\n"
1237 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1238 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1239 " f = dot(cols, vec4(1.0/25.0));\n"
1241 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1242 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1243 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1244 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1245 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1246 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1247 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1250 "# ifdef GL_EXT_gpu_shader4\n"
1251 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1253 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1255 "# if USESHADOWMAPPCF > 1\n"
1256 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1257 " center *= ShadowMap_TextureScale;\n"
1258 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1259 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1260 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1261 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1262 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1263 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1265 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1266 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1267 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1268 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1269 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1270 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1274 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1277 "# ifdef USESHADOWMAPORTHO\n"
1278 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1284 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1285 "#endif // FRAGMENT_SHADER\n"
1290 "#ifdef MODE_DEFERREDGEOMETRY\n"
1291 "#ifdef VERTEX_SHADER\n"
1292 "uniform mat4 TexMatrix;\n"
1293 "#ifdef USEVERTEXTEXTUREBLEND\n"
1294 "uniform mat4 BackgroundTexMatrix;\n"
1296 "uniform mat4 ModelViewMatrix;\n"
1299 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1300 "#ifdef USEVERTEXTEXTUREBLEND\n"
1301 " gl_FrontColor = gl_Color;\n"
1302 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1305 " // transform unnormalized eye direction into tangent space\n"
1306 "#ifdef USEOFFSETMAPPING\n"
1307 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1308 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1309 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1310 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1313 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1314 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1315 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1316 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1318 "#endif // VERTEX_SHADER\n"
1320 "#ifdef FRAGMENT_SHADER\n"
1323 "#ifdef USEOFFSETMAPPING\n"
1324 " // apply offsetmapping\n"
1325 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1326 "#define TexCoord TexCoordOffset\n"
1329 "#ifdef USEALPHAKILL\n"
1330 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1334 "#ifdef USEVERTEXTEXTUREBLEND\n"
1335 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1336 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1337 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1338 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1341 "#ifdef USEVERTEXTEXTUREBLEND\n"
1342 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1343 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1345 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1346 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1349 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1351 "#endif // FRAGMENT_SHADER\n"
1352 "#else // !MODE_DEFERREDGEOMETRY\n"
1357 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1358 "#ifdef VERTEX_SHADER\n"
1359 "uniform mat4 ModelViewMatrix;\n"
1362 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1363 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1365 "#endif // VERTEX_SHADER\n"
1367 "#ifdef FRAGMENT_SHADER\n"
1368 "uniform mat4 ViewToLight;\n"
1369 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1370 "uniform vec2 ScreenToDepth;\n"
1371 "uniform myhalf3 DeferredColor_Ambient;\n"
1372 "uniform myhalf3 DeferredColor_Diffuse;\n"
1373 "#ifdef USESPECULAR\n"
1374 "uniform myhalf3 DeferredColor_Specular;\n"
1375 "uniform myhalf SpecularPower;\n"
1377 "uniform myhalf2 PixelToScreenTexCoord;\n"
1380 " // calculate viewspace pixel position\n"
1381 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1383 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1384 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1385 " // decode viewspace pixel normal\n"
1386 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1387 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1388 " // surfacenormal = pixel normal in viewspace\n"
1389 " // LightVector = pixel to light in viewspace\n"
1390 " // CubeVector = position in lightspace\n"
1391 " // eyevector = pixel to view in viewspace\n"
1392 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1393 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1394 "#ifdef USEDIFFUSE\n"
1395 " // calculate diffuse shading\n"
1396 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1397 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1399 "#ifdef USESPECULAR\n"
1400 " // calculate directional shading\n"
1401 " vec3 eyevector = position * -1.0;\n"
1402 "# ifdef USEEXACTSPECULARMATH\n"
1403 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1405 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1406 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1410 "#if defined(USESHADOWMAP2D)\n"
1411 " fade *= ShadowMapCompare(CubeVector);\n"
1414 "#ifdef USEDIFFUSE\n"
1415 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1417 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1419 "#ifdef USESPECULAR\n"
1420 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1422 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1425 "# ifdef USECUBEFILTER\n"
1426 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1427 " gl_FragData[0].rgb *= cubecolor;\n"
1428 " gl_FragData[1].rgb *= cubecolor;\n"
1431 "#endif // FRAGMENT_SHADER\n"
1432 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1437 "#ifdef VERTEX_SHADER\n"
1438 "uniform mat4 TexMatrix;\n"
1439 "#ifdef USEVERTEXTEXTUREBLEND\n"
1440 "uniform mat4 BackgroundTexMatrix;\n"
1442 "#ifdef MODE_LIGHTSOURCE\n"
1443 "uniform mat4 ModelToLight;\n"
1445 "#ifdef USESHADOWMAPORTHO\n"
1446 "uniform mat4 ShadowMapMatrix;\n"
1450 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1451 " gl_FrontColor = gl_Color;\n"
1453 " // copy the surface texcoord\n"
1454 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1455 "#ifdef USEVERTEXTEXTUREBLEND\n"
1456 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1458 "#ifdef USELIGHTMAP\n"
1459 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1462 "#ifdef MODE_LIGHTSOURCE\n"
1463 " // transform vertex position into light attenuation/cubemap space\n"
1464 " // (-1 to +1 across the light box)\n"
1465 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1467 "# ifdef USEDIFFUSE\n"
1468 " // transform unnormalized light direction into tangent space\n"
1469 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1470 " // normalize it per pixel)\n"
1471 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1472 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1473 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1474 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1478 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1479 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1480 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1481 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1484 " // transform unnormalized eye direction into tangent space\n"
1485 "#ifdef USEEYEVECTOR\n"
1486 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1487 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1488 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1489 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1493 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1494 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1497 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1498 " VectorS = gl_MultiTexCoord1.xyz;\n"
1499 " VectorT = gl_MultiTexCoord2.xyz;\n"
1500 " VectorR = gl_MultiTexCoord3.xyz;\n"
1503 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1504 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1506 "#ifdef USESHADOWMAPORTHO\n"
1507 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1510 "#ifdef USEREFLECTION\n"
1511 " ModelViewProjectionPosition = gl_Position;\n"
1514 "#endif // VERTEX_SHADER\n"
1519 "#ifdef FRAGMENT_SHADER\n"
1520 "#ifdef USEDEFERREDLIGHTMAP\n"
1521 "uniform myhalf2 PixelToScreenTexCoord;\n"
1522 "uniform myhalf3 DeferredMod_Diffuse;\n"
1523 "uniform myhalf3 DeferredMod_Specular;\n"
1525 "uniform myhalf3 Color_Ambient;\n"
1526 "uniform myhalf3 Color_Diffuse;\n"
1527 "uniform myhalf3 Color_Specular;\n"
1528 "uniform myhalf SpecularPower;\n"
1530 "uniform myhalf3 Color_Glow;\n"
1532 "uniform myhalf Alpha;\n"
1533 "#ifdef USEREFLECTION\n"
1534 "uniform vec4 DistortScaleRefractReflect;\n"
1535 "uniform vec4 ScreenScaleRefractReflect;\n"
1536 "uniform vec4 ScreenCenterRefractReflect;\n"
1537 "uniform myhalf4 ReflectColor;\n"
1539 "#ifdef USEREFLECTCUBE\n"
1540 "uniform mat4 ModelToReflectCube;\n"
1541 "uniform sampler2D Texture_ReflectMask;\n"
1542 "uniform samplerCube Texture_ReflectCube;\n"
1544 "#ifdef MODE_LIGHTDIRECTION\n"
1545 "uniform myhalf3 LightColor;\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "uniform myhalf3 LightColor;\n"
1552 "#ifdef USEOFFSETMAPPING\n"
1553 " // apply offsetmapping\n"
1554 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1555 "#define TexCoord TexCoordOffset\n"
1558 " // combine the diffuse textures (base, pants, shirt)\n"
1559 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1560 "#ifdef USEALPHAKILL\n"
1561 " if (color.a < 0.5)\n"
1564 " color.a *= Alpha;\n"
1565 "#ifdef USECOLORMAPPING\n"
1566 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1568 "#ifdef USEVERTEXTEXTUREBLEND\n"
1569 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1570 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1571 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1572 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1574 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1577 " // get the surface normal\n"
1578 "#ifdef USEVERTEXTEXTUREBLEND\n"
1579 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1581 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1584 " // get the material colors\n"
1585 " myhalf3 diffusetex = color.rgb;\n"
1586 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1587 "# ifdef USEVERTEXTEXTUREBLEND\n"
1588 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1590 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1594 "#ifdef USEREFLECTCUBE\n"
1595 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1596 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1597 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1598 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1604 "#ifdef MODE_LIGHTSOURCE\n"
1605 " // light source\n"
1606 "#ifdef USEDIFFUSE\n"
1607 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1608 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1609 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1610 "#ifdef USESPECULAR\n"
1611 "#ifdef USEEXACTSPECULARMATH\n"
1612 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1614 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1615 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1617 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1620 " color.rgb = diffusetex * Color_Ambient;\n"
1622 " color.rgb *= LightColor;\n"
1623 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1624 "#if defined(USESHADOWMAP2D)\n"
1625 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1627 "# ifdef USECUBEFILTER\n"
1628 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1630 "#endif // MODE_LIGHTSOURCE\n"
1635 "#ifdef MODE_LIGHTDIRECTION\n"
1637 "#ifdef USEDIFFUSE\n"
1638 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1640 "#define lightcolor LightColor\n"
1641 "#endif // MODE_LIGHTDIRECTION\n"
1642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1644 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1645 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1646 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1647 " // convert modelspace light vector to tangentspace\n"
1648 " myhalf3 lightnormal;\n"
1649 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1650 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1651 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1652 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1653 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1654 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1655 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1656 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1657 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1658 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1659 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1660 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1661 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1662 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1663 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1665 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1666 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1667 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1673 "#ifdef MODE_FAKELIGHT\n"
1675 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1676 "myhalf3 lightcolor = myhalf3(1.0);\n"
1677 "#endif // MODE_FAKELIGHT\n"
1682 "#ifdef MODE_LIGHTMAP\n"
1683 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1684 "#endif // MODE_LIGHTMAP\n"
1685 "#ifdef MODE_VERTEXCOLOR\n"
1686 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1687 "#endif // MODE_VERTEXCOLOR\n"
1688 "#ifdef MODE_FLATCOLOR\n"
1689 " color.rgb = diffusetex * Color_Ambient;\n"
1690 "#endif // MODE_FLATCOLOR\n"
1696 "# ifdef USEDIFFUSE\n"
1697 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 "# ifdef USESPECULAR\n"
1699 "# ifdef USEEXACTSPECULARMATH\n"
1700 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1702 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1703 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1705 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1707 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1710 " color.rgb = diffusetex * Color_Ambient;\n"
1714 "#ifdef USESHADOWMAPORTHO\n"
1715 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1718 "#ifdef USEDEFERREDLIGHTMAP\n"
1719 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1720 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1721 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1725 "#ifdef USEVERTEXTEXTUREBLEND\n"
1726 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1728 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1733 " color.rgb = FogVertex(color.rgb);\n"
1736 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1737 "#ifdef USEREFLECTION\n"
1738 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1739 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1740 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1741 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1742 " // FIXME temporary hack to detect the case that the reflection\n"
1743 " // gets blackened at edges due to leaving the area that contains actual\n"
1745 " // Remove this 'ack once we have a better way to stop this thing from\n"
1747 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1748 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1749 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1750 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1751 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1752 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1755 " gl_FragColor = vec4(color);\n"
1757 "#endif // FRAGMENT_SHADER\n"
1759 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1760 "#endif // !MODE_DEFERREDGEOMETRY\n"
1761 "#endif // !MODE_WATER\n"
1762 "#endif // !MODE_REFRACTION\n"
1763 "#endif // !MODE_BLOOMBLUR\n"
1764 "#endif // !MODE_GENERIC\n"
1765 "#endif // !MODE_POSTPROCESS\n"
1766 "#endif // !MODE_SHOWDEPTH\n"
1767 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1771 =========================================================================================================================================================
1775 =========================================================================================================================================================
1779 =========================================================================================================================================================
1783 =========================================================================================================================================================
1787 =========================================================================================================================================================
1791 =========================================================================================================================================================
1795 =========================================================================================================================================================
1798 const char *builtincgshaderstring =
1799 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1800 "// written by Forest 'LordHavoc' Hale\n"
1801 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1803 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1804 "#if defined(USEREFLECTION)\n"
1805 "#undef USESHADOWMAPORTHO\n"
1808 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1811 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1812 "#define USELIGHTMAP\n"
1814 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1815 "#define USEEYEVECTOR\n"
1818 "#ifdef FRAGMENT_SHADER\n"
1820 "//#undef USESHADOWMAPPCF\n"
1821 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1822 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1824 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1828 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1829 "#ifdef VERTEX_SHADER\n"
1832 "float4 gl_Vertex : POSITION,\n"
1833 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1834 "out float4 gl_Position : POSITION,\n"
1835 "out float Depth : TEXCOORD0\n"
1838 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1839 " Depth = gl_Position.z;\n"
1843 "#ifdef FRAGMENT_SHADER\n"
1846 "float Depth : TEXCOORD0,\n"
1847 "out float4 gl_FragColor : COLOR\n"
1850 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1851 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1852 " temp.yz -= floor(temp.yz);\n"
1853 " gl_FragColor = temp;\n"
1854 "// gl_FragColor = float4(Depth,0,0,0);\n"
1857 "#else // !MODE_DEPTH_ORSHADOW\n"
1862 "#ifdef MODE_SHOWDEPTH\n"
1863 "#ifdef VERTEX_SHADER\n"
1866 "float4 gl_Vertex : POSITION,\n"
1867 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1868 "out float4 gl_Position : POSITION,\n"
1869 "out float4 gl_FrontColor : COLOR0\n"
1872 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1873 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1877 "#ifdef FRAGMENT_SHADER\n"
1880 "float4 gl_FrontColor : COLOR0,\n"
1881 "out float4 gl_FragColor : COLOR\n"
1884 " gl_FragColor = gl_FrontColor;\n"
1887 "#else // !MODE_SHOWDEPTH\n"
1892 "#ifdef MODE_POSTPROCESS\n"
1894 "#ifdef VERTEX_SHADER\n"
1897 "float4 gl_Vertex : POSITION,\n"
1898 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1899 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1900 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1901 "out float4 gl_Position : POSITION,\n"
1902 "out float2 TexCoord1 : TEXCOORD0,\n"
1903 "out float2 TexCoord2 : TEXCOORD1\n"
1906 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1909 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1914 "#ifdef FRAGMENT_SHADER\n"
1917 "float2 TexCoord1 : TEXCOORD0,\n"
1918 "float2 TexCoord2 : TEXCOORD1,\n"
1919 "uniform sampler Texture_First : register(s0),\n"
1921 "uniform sampler Texture_Second : register(s1),\n"
1923 "#ifdef USEGAMMARAMPS\n"
1924 "uniform sampler Texture_GammaRamps : register(s2),\n"
1926 "#ifdef USESATURATION\n"
1927 "uniform float Saturation : register(c30),\n"
1929 "#ifdef USEVIEWTINT\n"
1930 "uniform float4 ViewTintColor : register(c41),\n"
1932 "uniform float4 UserVec1 : register(c37),\n"
1933 "uniform float4 UserVec2 : register(c38),\n"
1934 "uniform float4 UserVec3 : register(c39),\n"
1935 "uniform float4 UserVec4 : register(c40),\n"
1936 "uniform float ClientTime : register(c2),\n"
1937 "uniform float2 PixelSize : register(c25),\n"
1938 "uniform float4 BloomColorSubtract : register(c43),\n"
1939 "out float4 gl_FragColor : COLOR\n"
1942 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1944 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1946 "#ifdef USEVIEWTINT\n"
1947 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1950 "#ifdef USEPOSTPROCESSING\n"
1951 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1952 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1953 " float sobel = 1.0;\n"
1954 " // float2 ts = textureSize(Texture_First, 0);\n"
1955 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1956 " float2 px = PixelSize;\n"
1957 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1958 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1959 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1960 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1961 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1962 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1963 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1964 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1965 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1966 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1967 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1968 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1969 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1970 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1971 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1972 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1973 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1974 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1975 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1976 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1977 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1978 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1979 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1980 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1981 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1982 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1983 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1984 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1985 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1986 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1987 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1988 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1991 "#ifdef USESATURATION\n"
1992 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1993 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1994 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1995 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1998 "#ifdef USEGAMMARAMPS\n"
1999 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2000 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2001 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2005 "#else // !MODE_POSTPROCESS\n"
2010 "#ifdef MODE_GENERIC\n"
2011 "#ifdef VERTEX_SHADER\n"
2014 "float4 gl_Vertex : POSITION,\n"
2015 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2016 "float4 gl_Color : COLOR0,\n"
2017 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2018 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2019 "out float4 gl_Position : POSITION,\n"
2020 "#ifdef USEDIFFUSE\n"
2021 "out float2 TexCoord1 : TEXCOORD0,\n"
2023 "#ifdef USESPECULAR\n"
2024 "out float2 TexCoord2 : TEXCOORD1,\n"
2026 "out float4 gl_FrontColor : COLOR\n"
2030 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2032 " gl_FrontColor = gl_Color; // Cg is forward\n"
2034 "#ifdef USEDIFFUSE\n"
2035 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2037 "#ifdef USESPECULAR\n"
2038 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2040 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2044 "#ifdef FRAGMENT_SHADER\n"
2048 "float4 gl_FrontColor : COLOR0,\n"
2049 "float2 TexCoord1 : TEXCOORD0,\n"
2050 "float2 TexCoord2 : TEXCOORD1,\n"
2051 "#ifdef USEDIFFUSE\n"
2052 "uniform sampler Texture_First : register(s0),\n"
2054 "#ifdef USESPECULAR\n"
2055 "uniform sampler Texture_Second : register(s1),\n"
2057 "out float4 gl_FragColor : COLOR\n"
2060 " gl_FragColor = gl_FrontColor;\n"
2061 "#ifdef USEDIFFUSE\n"
2062 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2065 "#ifdef USESPECULAR\n"
2066 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2067 "# ifdef USECOLORMAPPING\n"
2068 " gl_FragColor *= tex2;\n"
2071 " gl_FragColor += tex2;\n"
2073 "# ifdef USEVERTEXTEXTUREBLEND\n"
2074 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2079 "#else // !MODE_GENERIC\n"
2084 "#ifdef MODE_BLOOMBLUR\n"
2085 "#ifdef VERTEX_SHADER\n"
2088 "float4 gl_Vertex : POSITION,\n"
2089 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2090 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2091 "out float4 gl_Position : POSITION,\n"
2092 "out float2 TexCoord : TEXCOORD0\n"
2095 " TexCoord = gl_MultiTexCoord0.xy;\n"
2096 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2100 "#ifdef FRAGMENT_SHADER\n"
2104 "float2 TexCoord : TEXCOORD0,\n"
2105 "uniform sampler Texture_First : register(s0),\n"
2106 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2107 "out float4 gl_FragColor : COLOR\n"
2111 " float2 tc = TexCoord;\n"
2112 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2113 " tc += BloomBlur_Parameters.xy;\n"
2114 " for (i = 1;i < SAMPLES;i++)\n"
2116 " color += tex2D(Texture_First, tc).rgb;\n"
2117 " tc += BloomBlur_Parameters.xy;\n"
2119 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2122 "#else // !MODE_BLOOMBLUR\n"
2123 "#ifdef MODE_REFRACTION\n"
2124 "#ifdef VERTEX_SHADER\n"
2127 "float4 gl_Vertex : POSITION,\n"
2128 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2129 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2130 "uniform float4x4 TexMatrix : register(c0),\n"
2131 "uniform float3 EyePosition : register(c24),\n"
2132 "out float4 gl_Position : POSITION,\n"
2133 "out float2 TexCoord : TEXCOORD0,\n"
2134 "out float3 EyeVector : TEXCOORD1,\n"
2135 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2138 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2139 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2140 " ModelViewProjectionPosition = gl_Position;\n"
2144 "#ifdef FRAGMENT_SHADER\n"
2147 "float2 TexCoord : TEXCOORD0,\n"
2148 "float3 EyeVector : TEXCOORD1,\n"
2149 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2150 "uniform sampler Texture_Normal : register(s0),\n"
2151 "uniform sampler Texture_Refraction : register(s3),\n"
2152 "uniform sampler Texture_Reflection : register(s7),\n"
2153 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2154 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2155 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2156 "uniform float4 RefractColor : register(c29),\n"
2157 "out float4 gl_FragColor : COLOR\n"
2160 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2161 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2162 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2163 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2164 " // FIXME temporary hack to detect the case that the reflection\n"
2165 " // gets blackened at edges due to leaving the area that contains actual\n"
2167 " // Remove this 'ack once we have a better way to stop this thing from\n"
2169 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2170 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2171 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2172 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2173 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2174 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2177 "#else // !MODE_REFRACTION\n"
2182 "#ifdef MODE_WATER\n"
2183 "#ifdef VERTEX_SHADER\n"
2187 "float4 gl_Vertex : POSITION,\n"
2188 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2189 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2190 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2191 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2192 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2193 "uniform float4x4 TexMatrix : register(c0),\n"
2194 "uniform float3 EyePosition : register(c24),\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2201 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2202 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 " ModelViewProjectionPosition = gl_Position;\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler Texture_Normal : register(s0),\n"
2218 "uniform sampler Texture_Refraction : register(s3),\n"
2219 "uniform sampler Texture_Reflection : register(s7),\n"
2220 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2221 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2222 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2223 "uniform float4 RefractColor : register(c29),\n"
2224 "uniform float4 ReflectColor : register(c26),\n"
2225 "uniform float ReflectFactor : register(c27),\n"
2226 "uniform float ReflectOffset : register(c28),\n"
2227 "out float4 gl_FragColor : COLOR\n"
2230 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2234 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2235 " // FIXME temporary hack to detect the case that the reflection\n"
2236 " // gets blackened at edges due to leaving the area that contains actual\n"
2238 " // Remove this 'ack once we have a better way to stop this thing from\n"
2240 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2254 "#else // !MODE_WATER\n"
2259 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 " fogfrac = fogheightpixel.a;\n"
2271 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2276 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2278 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 " // 14 sample relief mapping: linear search and then binary search\n"
2288 " // this basically steps forward a small amount repeatedly until it finds\n"
2289 " // itself inside solid, then jitters forward and back using decreasing\n"
2290 " // amounts to find the impact\n"
2291 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 " float3 RT = float3(TexCoord, 1);\n"
2295 " OffsetVector *= 0.1;\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2309 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2312 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 " // this basically moves forward the full distance, and then backs up based\n"
2314 " // on height of samples\n"
2315 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 " TexCoord += OffsetVector;\n"
2319 " OffsetVector *= 0.333;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 " return TexCoord;\n"
2326 "#endif // USEOFFSETMAPPING\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2333 "# ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2336 " float3 adir = abs(dir);\n"
2337 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2344 " float3 adir = abs(dir);\n"
2345 " float ma = adir.z;\n"
2346 " float4 proj = float4(dir, 2.5);\n"
2347 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2350 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2352 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2353 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2358 "#endif // defined(USESHADOWMAP2D)\n"
2360 "# ifdef USESHADOWMAP2D\n"
2361 "#ifdef USESHADOWMAPVSDCT\n"
2362 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2364 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2367 "#ifdef USESHADOWMAPVSDCT\n"
2368 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2370 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2374 "# ifdef USESHADOWSAMPLER\n"
2375 "# ifdef USESHADOWMAPPCF\n"
2376 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2377 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2378 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2380 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2383 "# ifdef USESHADOWMAPPCF\n"
2384 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2385 "# ifdef GL_ARB_texture_gather\n"
2386 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2388 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2390 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2391 "# if USESHADOWMAPPCF > 1\n"
2392 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2393 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2394 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2395 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2396 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2397 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2398 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2399 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2400 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2401 " float4 locols = float4(group1.ab, group3.ab);\n"
2402 " float4 hicols = float4(group7.rg, group9.rg);\n"
2403 " locols.yz += group2.ab;\n"
2404 " hicols.yz += group8.rg;\n"
2405 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2406 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2407 " lerp(locols, hicols, offset.y);\n"
2408 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2409 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2410 " f = dot(cols, float4(1.0/25.0));\n"
2412 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2413 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2414 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2415 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2416 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2417 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2418 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2421 "# ifdef GL_EXT_gpu_shader4\n"
2422 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2424 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2426 "# if USESHADOWMAPPCF > 1\n"
2427 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2428 " center *= ShadowMap_TextureScale;\n"
2429 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2430 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2431 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2432 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2433 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2434 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2436 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2437 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2438 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2439 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2440 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2441 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2445 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2448 "# ifdef USESHADOWMAPORTHO\n"
2449 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2455 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2456 "#endif // FRAGMENT_SHADER\n"
2461 "#ifdef MODE_DEFERREDGEOMETRY\n"
2462 "#ifdef VERTEX_SHADER\n"
2465 "float4 gl_Vertex : POSITION,\n"
2466 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2467 "#ifdef USEVERTEXTEXTUREBLEND\n"
2468 "float4 gl_Color : COLOR0,\n"
2470 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2471 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2472 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2473 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2474 "uniform float4x4 TexMatrix : register(c0),\n"
2475 "#ifdef USEVERTEXTEXTUREBLEND\n"
2476 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2478 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2479 "#ifdef USEOFFSETMAPPING\n"
2480 "uniform float3 EyePosition : register(c24),\n"
2482 "out float4 gl_Position : POSITION,\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "out float4 gl_FrontColor : COLOR,\n"
2486 "out float4 TexCoordBoth : TEXCOORD0,\n"
2487 "#ifdef USEOFFSETMAPPING\n"
2488 "out float3 EyeVector : TEXCOORD2,\n"
2490 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2491 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2492 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2495 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2498 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2500 " gl_FrontColor = gl_Color; // Cg is forward\n"
2502 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2505 " // transform unnormalized eye direction into tangent space\n"
2506 "#ifdef USEOFFSETMAPPING\n"
2507 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2508 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2509 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2510 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2513 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2514 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2515 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2516 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2517 " VectorR.w = gl_Position.z;\n"
2519 "#endif // VERTEX_SHADER\n"
2521 "#ifdef FRAGMENT_SHADER\n"
2524 "float4 TexCoordBoth : TEXCOORD0,\n"
2525 "float3 EyeVector : TEXCOORD2,\n"
2526 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2527 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2528 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2529 "uniform sampler Texture_Normal : register(s0),\n"
2530 "#ifdef USEALPHAKILL\n"
2531 "uniform sampler Texture_Color : register(s1),\n"
2533 "uniform sampler Texture_Gloss : register(s2),\n"
2534 "#ifdef USEVERTEXTEXTUREBLEND\n"
2535 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2536 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2538 "#ifdef USEOFFSETMAPPING\n"
2539 "uniform float OffsetMapping_Scale : register(c24),\n"
2541 "uniform half SpecularPower : register(c36),\n"
2543 "out float4 gl_FragData0 : COLOR0,\n"
2544 "out float4 gl_FragData1 : COLOR1\n"
2546 "out float4 gl_FragColor : COLOR\n"
2550 " float2 TexCoord = TexCoordBoth.xy;\n"
2551 "#ifdef USEOFFSETMAPPING\n"
2552 " // apply offsetmapping\n"
2553 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2554 "#define TexCoord TexCoordOffset\n"
2557 "#ifdef USEALPHAKILL\n"
2558 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2562 "#ifdef USEVERTEXTEXTUREBLEND\n"
2563 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2564 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2565 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2566 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2569 "#ifdef USEVERTEXTEXTUREBLEND\n"
2570 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2571 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2573 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2574 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2578 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2579 " float Depth = VectorR.w / 256.0;\n"
2580 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2581 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2582 " depthcolor.yz -= floor(depthcolor.yz);\n"
2583 " gl_FragData1 = depthcolor;\n"
2585 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2588 "#endif // FRAGMENT_SHADER\n"
2589 "#else // !MODE_DEFERREDGEOMETRY\n"
2594 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2595 "#ifdef VERTEX_SHADER\n"
2598 "float4 gl_Vertex : POSITION,\n"
2599 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2600 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2601 "out float4 gl_Position : POSITION,\n"
2602 "out float4 ModelViewPosition : TEXCOORD0\n"
2605 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2606 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2608 "#endif // VERTEX_SHADER\n"
2610 "#ifdef FRAGMENT_SHADER\n"
2614 "float2 Pixel : VPOS,\n"
2616 "float2 Pixel : WPOS,\n"
2618 "float4 ModelViewPosition : TEXCOORD0,\n"
2619 "uniform float4x4 ViewToLight : register(c44),\n"
2620 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2621 "uniform float3 LightPosition : register(c23),\n"
2622 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2623 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2624 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2625 "#ifdef USESPECULAR\n"
2626 "uniform half3 DeferredColor_Specular : register(c11),\n"
2627 "uniform half SpecularPower : register(c36),\n"
2629 "uniform sampler Texture_Attenuation : register(s9),\n"
2630 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2631 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2633 "#ifdef USECUBEFILTER\n"
2634 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2637 "#ifdef USESHADOWMAP2D\n"
2638 "# ifdef USESHADOWSAMPLER\n"
2639 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2641 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2645 "#ifdef USESHADOWMAPVSDCT\n"
2646 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2649 "#if defined(USESHADOWMAP2D)\n"
2650 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2651 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2654 "out float4 gl_FragData0 : COLOR0,\n"
2655 "out float4 gl_FragData1 : COLOR1\n"
2658 " // calculate viewspace pixel position\n"
2659 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2660 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2661 " float3 position;\n"
2663 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2665 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2667 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2668 " // decode viewspace pixel normal\n"
2669 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2670 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2671 " // surfacenormal = pixel normal in viewspace\n"
2672 " // LightVector = pixel to light in viewspace\n"
2673 " // CubeVector = position in lightspace\n"
2674 " // eyevector = pixel to view in viewspace\n"
2675 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2676 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2677 "#ifdef USEDIFFUSE\n"
2678 " // calculate diffuse shading\n"
2679 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2680 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2682 "#ifdef USESPECULAR\n"
2683 " // calculate directional shading\n"
2684 " float3 eyevector = position * -1.0;\n"
2685 "# ifdef USEEXACTSPECULARMATH\n"
2686 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2688 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2689 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2693 "#if defined(USESHADOWMAP2D)\n"
2694 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2695 "#ifdef USESHADOWMAPVSDCT\n"
2696 ", Texture_CubeProjection\n"
2701 "#ifdef USEDIFFUSE\n"
2702 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2704 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2706 "#ifdef USESPECULAR\n"
2707 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2709 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2712 "# ifdef USECUBEFILTER\n"
2713 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2714 " gl_FragData0.rgb *= cubecolor;\n"
2715 " gl_FragData1.rgb *= cubecolor;\n"
2718 "#endif // FRAGMENT_SHADER\n"
2719 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2724 "#ifdef VERTEX_SHADER\n"
2727 "float4 gl_Vertex : POSITION,\n"
2728 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2729 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2730 "float4 gl_Color : COLOR0,\n"
2732 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2733 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2734 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2735 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2736 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2738 "uniform float3 EyePosition : register(c24),\n"
2739 "uniform float4x4 TexMatrix : register(c0),\n"
2740 "#ifdef USEVERTEXTEXTUREBLEND\n"
2741 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2743 "#ifdef MODE_LIGHTSOURCE\n"
2744 "uniform float4x4 ModelToLight : register(c20),\n"
2746 "#ifdef MODE_LIGHTSOURCE\n"
2747 "uniform float3 LightPosition : register(c27),\n"
2749 "#ifdef MODE_LIGHTDIRECTION\n"
2750 "uniform float3 LightDir : register(c26),\n"
2752 "uniform float4 FogPlane : register(c25),\n"
2753 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2754 "uniform float3 LightPosition : register(c27),\n"
2756 "#ifdef USESHADOWMAPORTHO\n"
2757 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2759 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2760 "out float4 gl_FrontColor : COLOR,\n"
2762 "out float4 TexCoordBoth : TEXCOORD0,\n"
2763 "#ifdef USELIGHTMAP\n"
2764 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2766 "#ifdef USEEYEVECTOR\n"
2767 "out float3 EyeVector : TEXCOORD2,\n"
2769 "#ifdef USEREFLECTION\n"
2770 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2773 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2775 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2776 "out float3 LightVector : TEXCOORD1,\n"
2778 "#ifdef MODE_LIGHTSOURCE\n"
2779 "out float3 CubeVector : TEXCOORD3,\n"
2781 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2782 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2783 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2784 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2786 "#ifdef USESHADOWMAPORTHO\n"
2787 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2789 "out float4 gl_Position : POSITION\n"
2792 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2794 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2796 " gl_FrontColor = gl_Color; // Cg is forward\n"
2799 " // copy the surface texcoord\n"
2800 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2801 "#ifdef USEVERTEXTEXTUREBLEND\n"
2802 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2804 "#ifdef USELIGHTMAP\n"
2805 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2808 "#ifdef MODE_LIGHTSOURCE\n"
2809 " // transform vertex position into light attenuation/cubemap space\n"
2810 " // (-1 to +1 across the light box)\n"
2811 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2813 "# ifdef USEDIFFUSE\n"
2814 " // transform unnormalized light direction into tangent space\n"
2815 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2816 " // normalize it per pixel)\n"
2817 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2818 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2819 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2820 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2824 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2825 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2826 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2827 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2830 " // transform unnormalized eye direction into tangent space\n"
2831 "#ifdef USEEYEVECTOR\n"
2832 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2833 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2834 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2835 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2839 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2840 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2843 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2844 " VectorS = gl_MultiTexCoord1.xyz;\n"
2845 " VectorT = gl_MultiTexCoord2.xyz;\n"
2846 " VectorR = gl_MultiTexCoord3.xyz;\n"
2849 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2850 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2852 "#ifdef USESHADOWMAPORTHO\n"
2853 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2856 "#ifdef USEREFLECTION\n"
2857 " ModelViewProjectionPosition = gl_Position;\n"
2860 "#endif // VERTEX_SHADER\n"
2865 "#ifdef FRAGMENT_SHADER\n"
2868 "#ifdef USEDEFERREDLIGHTMAP\n"
2870 "float2 Pixel : VPOS,\n"
2872 "float2 Pixel : WPOS,\n"
2875 "float4 gl_FrontColor : COLOR,\n"
2876 "float4 TexCoordBoth : TEXCOORD0,\n"
2877 "#ifdef USELIGHTMAP\n"
2878 "float2 TexCoordLightmap : TEXCOORD1,\n"
2880 "#ifdef USEEYEVECTOR\n"
2881 "float3 EyeVector : TEXCOORD2,\n"
2883 "#ifdef USEREFLECTION\n"
2884 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2887 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2889 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2890 "float3 LightVector : TEXCOORD1,\n"
2892 "#ifdef MODE_LIGHTSOURCE\n"
2893 "float3 CubeVector : TEXCOORD3,\n"
2895 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2896 "float4 ModelViewPosition : TEXCOORD0,\n"
2898 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2899 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2900 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2901 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2903 "#ifdef USESHADOWMAPORTHO\n"
2904 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2907 "uniform sampler Texture_Normal : register(s0),\n"
2908 "uniform sampler Texture_Color : register(s1),\n"
2909 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2910 "uniform sampler Texture_Gloss : register(s2),\n"
2913 "uniform sampler Texture_Glow : register(s3),\n"
2915 "#ifdef USEVERTEXTEXTUREBLEND\n"
2916 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2917 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2918 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2919 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2922 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2925 "#ifdef USECOLORMAPPING\n"
2926 "uniform sampler Texture_Pants : register(s4),\n"
2927 "uniform sampler Texture_Shirt : register(s7),\n"
2930 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2931 "uniform sampler Texture_FogMask : register(s8),\n"
2933 "#ifdef USELIGHTMAP\n"
2934 "uniform sampler Texture_Lightmap : register(s9),\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2937 "uniform sampler Texture_Deluxemap : register(s10),\n"
2939 "#ifdef USEREFLECTION\n"
2940 "uniform sampler Texture_Reflection : register(s7),\n"
2943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2944 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2945 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2947 "#ifdef USEDEFERREDLIGHTMAP\n"
2948 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2949 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2950 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2951 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2954 "#ifdef USECOLORMAPPING\n"
2955 "uniform half3 Color_Pants : register(c7),\n"
2956 "uniform half3 Color_Shirt : register(c8),\n"
2959 "uniform float3 FogColor : register(c16),\n"
2960 "uniform float FogRangeRecip : register(c20),\n"
2961 "uniform float FogPlaneViewDist : register(c19),\n"
2962 "uniform float FogHeightFade : register(c17),\n"
2965 "#ifdef USEOFFSETMAPPING\n"
2966 "uniform float OffsetMapping_Scale : register(c24),\n"
2969 "#ifdef USEDEFERREDLIGHTMAP\n"
2970 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2971 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2972 "uniform half3 DeferredMod_Specular : register(c13),\n"
2974 "uniform half3 Color_Ambient : register(c3),\n"
2975 "uniform half3 Color_Diffuse : register(c4),\n"
2976 "uniform half3 Color_Specular : register(c5),\n"
2977 "uniform half SpecularPower : register(c36),\n"
2979 "uniform half3 Color_Glow : register(c6),\n"
2981 "uniform half Alpha : register(c0),\n"
2982 "#ifdef USEREFLECTION\n"
2983 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2984 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2985 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2986 "uniform half4 ReflectColor : register(c26),\n"
2988 "#ifdef USEREFLECTCUBE\n"
2989 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2990 "uniform sampler Texture_ReflectMask : register(s5),\n"
2991 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2993 "#ifdef MODE_LIGHTDIRECTION\n"
2994 "uniform half3 LightColor : register(c21),\n"
2996 "#ifdef MODE_LIGHTSOURCE\n"
2997 "uniform half3 LightColor : register(c21),\n"
3000 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3001 "uniform sampler Texture_Attenuation : register(s9),\n"
3002 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3005 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3007 "#ifdef USESHADOWMAP2D\n"
3008 "# ifdef USESHADOWSAMPLER\n"
3009 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3011 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3015 "#ifdef USESHADOWMAPVSDCT\n"
3016 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3019 "#if defined(USESHADOWMAP2D)\n"
3020 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3021 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3023 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3025 "out float4 gl_FragColor : COLOR\n"
3028 " float2 TexCoord = TexCoordBoth.xy;\n"
3029 "#ifdef USEVERTEXTEXTUREBLEND\n"
3030 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3032 "#ifdef USEOFFSETMAPPING\n"
3033 " // apply offsetmapping\n"
3034 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3035 "#define TexCoord TexCoordOffset\n"
3038 " // combine the diffuse textures (base, pants, shirt)\n"
3039 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3040 "#ifdef USEALPHAKILL\n"
3041 " if (color.a < 0.5)\n"
3044 " color.a *= Alpha;\n"
3045 "#ifdef USECOLORMAPPING\n"
3046 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3048 "#ifdef USEVERTEXTEXTUREBLEND\n"
3049 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3050 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3051 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3052 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3054 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3057 " // get the surface normal\n"
3058 "#ifdef USEVERTEXTEXTUREBLEND\n"
3059 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3061 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3064 " // get the material colors\n"
3065 " half3 diffusetex = color.rgb;\n"
3066 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3067 "# ifdef USEVERTEXTEXTUREBLEND\n"
3068 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3070 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3074 "#ifdef USEREFLECTCUBE\n"
3075 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3076 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3077 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3078 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3084 "#ifdef MODE_LIGHTSOURCE\n"
3085 " // light source\n"
3086 "#ifdef USEDIFFUSE\n"
3087 " half3 lightnormal = half3(normalize(LightVector));\n"
3088 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3089 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3090 "#ifdef USESPECULAR\n"
3091 "#ifdef USEEXACTSPECULARMATH\n"
3092 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3094 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3095 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3097 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3100 " color.rgb = diffusetex * Color_Ambient;\n"
3102 " color.rgb *= LightColor;\n"
3103 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3104 "#if defined(USESHADOWMAP2D)\n"
3105 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3106 "#ifdef USESHADOWMAPVSDCT\n"
3107 ", Texture_CubeProjection\n"
3112 "# ifdef USECUBEFILTER\n"
3113 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3116 "#ifdef USESHADOWMAP2D\n"
3117 "#ifdef USESHADOWMAPVSDCT\n"
3118 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3120 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3122 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3123 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3124 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3125 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3126 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3127 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3128 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3129 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3130 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3131 "// color.r = half(shadowmaptc.z);\n"
3132 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3133 "// color.r = half(shadowmaptc.z);\n"
3135 "// color.rgb = abs(CubeVector);\n"
3137 "// color.rgb = half3(1,1,1);\n"
3138 "#endif // MODE_LIGHTSOURCE\n"
3143 "#ifdef MODE_LIGHTDIRECTION\n"
3145 "#ifdef USEDIFFUSE\n"
3146 " half3 lightnormal = half3(normalize(LightVector));\n"
3148 "#define lightcolor LightColor\n"
3149 "#endif // MODE_LIGHTDIRECTION\n"
3150 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3152 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3153 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3154 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3155 " // convert modelspace light vector to tangentspace\n"
3156 " half3 lightnormal;\n"
3157 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3158 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3159 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3160 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3161 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3162 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3163 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3164 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3165 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3166 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3167 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3168 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3169 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3170 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3171 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3173 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3174 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3175 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3181 "#ifdef MODE_FAKELIGHT\n"
3183 "half3 lightnormal = half3(normalize(EyeVector));\n"
3184 "half3 lightcolor = half3(1.0);\n"
3185 "#endif // MODE_FAKELIGHT\n"
3190 "#ifdef MODE_LIGHTMAP\n"
3191 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3192 "#endif // MODE_LIGHTMAP\n"
3193 "#ifdef MODE_VERTEXCOLOR\n"
3194 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3195 "#endif // MODE_VERTEXCOLOR\n"
3196 "#ifdef MODE_FLATCOLOR\n"
3197 " color.rgb = diffusetex * Color_Ambient;\n"
3198 "#endif // MODE_FLATCOLOR\n"
3204 "# ifdef USEDIFFUSE\n"
3205 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3206 "# ifdef USESPECULAR\n"
3207 "# ifdef USEEXACTSPECULARMATH\n"
3208 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3210 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3211 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3213 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3215 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3218 " color.rgb = diffusetex * Color_Ambient;\n"
3222 "#ifdef USESHADOWMAPORTHO\n"
3223 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3226 "#ifdef USEDEFERREDLIGHTMAP\n"
3227 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3228 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3229 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3230 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3231 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3235 "#ifdef USEVERTEXTEXTUREBLEND\n"
3236 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3238 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3243 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3246 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3247 "#ifdef USEREFLECTION\n"
3248 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3249 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3250 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3251 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3252 " // FIXME temporary hack to detect the case that the reflection\n"
3253 " // gets blackened at edges due to leaving the area that contains actual\n"
3255 " // Remove this 'ack once we have a better way to stop this thing from\n"
3257 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3258 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3259 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3260 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3261 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3262 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3265 " gl_FragColor = float4(color);\n"
3267 "#endif // FRAGMENT_SHADER\n"
3269 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3270 "#endif // !MODE_DEFERREDGEOMETRY\n"
3271 "#endif // !MODE_WATER\n"
3272 "#endif // !MODE_REFRACTION\n"
3273 "#endif // !MODE_BLOOMBLUR\n"
3274 "#endif // !MODE_GENERIC\n"
3275 "#endif // !MODE_POSTPROCESS\n"
3276 "#endif // !MODE_SHOWDEPTH\n"
3277 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3280 char *glslshaderstring = NULL;
3281 char *cgshaderstring = NULL;
3282 char *hlslshaderstring = NULL;
3284 //=======================================================================================================================================================
3286 typedef struct shaderpermutationinfo_s
3288 const char *pretext;
3291 shaderpermutationinfo_t;
3293 typedef struct shadermodeinfo_s
3295 const char *vertexfilename;
3296 const char *geometryfilename;
3297 const char *fragmentfilename;
3298 const char *pretext;
3303 typedef enum shaderpermutation_e
3305 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3306 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3307 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3308 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3309 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3310 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3311 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3312 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3313 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3314 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3315 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3316 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3317 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3318 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3319 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3320 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3321 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3322 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3323 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3324 SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3325 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3326 SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3327 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3328 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3329 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3330 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3331 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3332 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3333 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3335 shaderpermutation_t;
3337 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3338 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3340 {"#define USEDIFFUSE\n", " diffuse"},
3341 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3342 {"#define USEVIEWTINT\n", " viewtint"},
3343 {"#define USECOLORMAPPING\n", " colormapping"},
3344 {"#define USESATURATION\n", " saturation"},
3345 {"#define USEFOGINSIDE\n", " foginside"},
3346 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3347 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3348 {"#define USEGAMMARAMPS\n", " gammaramps"},
3349 {"#define USECUBEFILTER\n", " cubefilter"},
3350 {"#define USEGLOW\n", " glow"},
3351 {"#define USEBLOOM\n", " bloom"},
3352 {"#define USESPECULAR\n", " specular"},
3353 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3354 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3355 {"#define USEREFLECTION\n", " reflection"},
3356 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3357 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3358 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3359 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3360 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3361 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3362 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3363 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3364 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3365 {"#define USEALPHAKILL\n", " alphakill"},
3366 {"#define USEREFLECTCUBE\n", " reflectcube"},
3369 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3370 typedef enum shadermode_e
3372 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3373 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3374 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3375 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3376 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3377 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3378 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3379 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3380 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3381 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3382 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3383 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3384 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3385 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3386 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3387 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3392 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3393 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3395 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3396 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3397 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3398 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3399 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3400 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3401 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3402 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3403 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3404 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3405 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3406 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3407 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3408 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3409 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3410 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3414 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3416 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3417 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3418 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3419 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3420 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3421 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3422 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3423 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3424 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3425 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3426 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3427 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3428 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3429 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3430 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3431 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3436 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3438 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3439 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3440 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3441 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3442 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3443 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3444 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3445 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3446 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3447 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3448 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3449 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3450 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3451 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3452 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3456 struct r_glsl_permutation_s;
3457 typedef struct r_glsl_permutation_s
3459 /// hash lookup data
3460 struct r_glsl_permutation_s *hashnext;
3462 unsigned int permutation;
3464 /// indicates if we have tried compiling this permutation already
3466 /// 0 if compilation failed
3468 /// locations of detected uniforms in program object, or -1 if not found
3469 int loc_Texture_First;
3470 int loc_Texture_Second;
3471 int loc_Texture_GammaRamps;
3472 int loc_Texture_Normal;
3473 int loc_Texture_Color;
3474 int loc_Texture_Gloss;
3475 int loc_Texture_Glow;
3476 int loc_Texture_SecondaryNormal;
3477 int loc_Texture_SecondaryColor;
3478 int loc_Texture_SecondaryGloss;
3479 int loc_Texture_SecondaryGlow;
3480 int loc_Texture_Pants;
3481 int loc_Texture_Shirt;
3482 int loc_Texture_FogHeightTexture;
3483 int loc_Texture_FogMask;
3484 int loc_Texture_Lightmap;
3485 int loc_Texture_Deluxemap;
3486 int loc_Texture_Attenuation;
3487 int loc_Texture_Cube;
3488 int loc_Texture_Refraction;
3489 int loc_Texture_Reflection;
3490 int loc_Texture_ShadowMap2D;
3491 int loc_Texture_CubeProjection;
3492 int loc_Texture_ScreenDepth;
3493 int loc_Texture_ScreenNormalMap;
3494 int loc_Texture_ScreenDiffuse;
3495 int loc_Texture_ScreenSpecular;
3496 int loc_Texture_ReflectMask;
3497 int loc_Texture_ReflectCube;
3499 int loc_BloomBlur_Parameters;
3501 int loc_Color_Ambient;
3502 int loc_Color_Diffuse;
3503 int loc_Color_Specular;
3505 int loc_Color_Pants;
3506 int loc_Color_Shirt;
3507 int loc_DeferredColor_Ambient;
3508 int loc_DeferredColor_Diffuse;
3509 int loc_DeferredColor_Specular;
3510 int loc_DeferredMod_Diffuse;
3511 int loc_DeferredMod_Specular;
3512 int loc_DistortScaleRefractReflect;
3513 int loc_EyePosition;
3515 int loc_FogHeightFade;
3517 int loc_FogPlaneViewDist;
3518 int loc_FogRangeRecip;
3521 int loc_LightPosition;
3522 int loc_OffsetMapping_Scale;
3524 int loc_ReflectColor;
3525 int loc_ReflectFactor;
3526 int loc_ReflectOffset;
3527 int loc_RefractColor;
3529 int loc_ScreenCenterRefractReflect;
3530 int loc_ScreenScaleRefractReflect;
3531 int loc_ScreenToDepth;
3532 int loc_ShadowMap_Parameters;
3533 int loc_ShadowMap_TextureScale;
3534 int loc_SpecularPower;
3539 int loc_ViewTintColor;
3540 int loc_ViewToLight;
3541 int loc_ModelToLight;
3543 int loc_BackgroundTexMatrix;
3544 int loc_ModelViewProjectionMatrix;
3545 int loc_ModelViewMatrix;
3546 int loc_PixelToScreenTexCoord;
3547 int loc_ModelToReflectCube;
3548 int loc_ShadowMapMatrix;
3549 int loc_BloomColorSubtract;
3551 r_glsl_permutation_t;
3553 #define SHADERPERMUTATION_HASHSIZE 256
3555 /// information about each possible shader permutation
3556 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3557 /// currently selected permutation
3558 r_glsl_permutation_t *r_glsl_permutation;
3559 /// storage for permutations linked in the hash table
3560 memexpandablearray_t r_glsl_permutationarray;
3562 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3564 //unsigned int hashdepth = 0;
3565 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3566 r_glsl_permutation_t *p;
3567 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3569 if (p->mode == mode && p->permutation == permutation)
3571 //if (hashdepth > 10)
3572 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3577 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3579 p->permutation = permutation;
3580 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3581 r_glsl_permutationhash[mode][hashindex] = p;
3582 //if (hashdepth > 10)
3583 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3587 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3590 if (!filename || !filename[0])
3592 if (!strcmp(filename, "glsl/default.glsl"))
3594 if (!glslshaderstring)
3596 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3597 if (glslshaderstring)
3598 Con_DPrintf("Loading shaders from file %s...\n", filename);
3600 glslshaderstring = (char *)builtinshaderstring;
3602 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3603 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3604 return shaderstring;
3606 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3609 if (printfromdisknotice)
3610 Con_DPrintf("from disk %s... ", filename);
3611 return shaderstring;
3613 return shaderstring;
3616 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3619 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3620 int vertstrings_count = 0;
3621 int geomstrings_count = 0;
3622 int fragstrings_count = 0;
3623 char *vertexstring, *geometrystring, *fragmentstring;
3624 const char *vertstrings_list[32+3];
3625 const char *geomstrings_list[32+3];
3626 const char *fragstrings_list[32+3];
3627 char permutationname[256];
3634 permutationname[0] = 0;
3635 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3636 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3637 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3639 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3641 // the first pretext is which type of shader to compile as
3642 // (later these will all be bound together as a program object)
3643 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3644 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3645 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3647 // the second pretext is the mode (for example a light source)
3648 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3649 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3650 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3651 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3653 // now add all the permutation pretexts
3654 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3656 if (permutation & (1<<i))
3658 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3659 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3660 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3661 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3665 // keep line numbers correct
3666 vertstrings_list[vertstrings_count++] = "\n";
3667 geomstrings_list[geomstrings_count++] = "\n";
3668 fragstrings_list[fragstrings_count++] = "\n";
3672 // now append the shader text itself
3673 vertstrings_list[vertstrings_count++] = vertexstring;
3674 geomstrings_list[geomstrings_count++] = geometrystring;
3675 fragstrings_list[fragstrings_count++] = fragmentstring;
3677 // if any sources were NULL, clear the respective list
3679 vertstrings_count = 0;
3680 if (!geometrystring)
3681 geomstrings_count = 0;
3682 if (!fragmentstring)
3683 fragstrings_count = 0;
3685 // compile the shader program
3686 if (vertstrings_count + geomstrings_count + fragstrings_count)
3687 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3691 qglUseProgramObjectARB(p->program);CHECKGLERROR
3692 // look up all the uniform variable names we care about, so we don't
3693 // have to look them up every time we set them
3695 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3696 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3697 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3698 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3699 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3700 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3701 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3702 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3703 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3704 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3705 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3706 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3707 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3708 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3709 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3710 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3711 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3712 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3713 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3714 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3715 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3716 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3717 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3718 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3719 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3720 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3721 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3722 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3723 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3724 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3725 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3726 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3727 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3728 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3729 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3730 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3731 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3732 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3733 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3734 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3735 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3736 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3737 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3738 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3739 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3740 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3741 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3742 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3743 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3744 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3745 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3746 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3747 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3748 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3749 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3750 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3751 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3752 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3753 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3754 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3755 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3756 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3757 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3758 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3759 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3760 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3761 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3762 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3763 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3764 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3765 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3766 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3767 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3768 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3769 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3770 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3771 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3772 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3773 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3774 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3775 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3776 // initialize the samplers to refer to the texture units we use
3777 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3778 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3779 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3780 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3781 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3782 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3783 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3784 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3785 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3786 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3787 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3788 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3789 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3790 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3791 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3792 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3793 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3794 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3795 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3796 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3797 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3798 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3799 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3800 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3801 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3802 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3803 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3804 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3805 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3807 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3810 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3814 Mem_Free(vertexstring);
3816 Mem_Free(geometrystring);
3818 Mem_Free(fragmentstring);
3821 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3823 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3824 if (r_glsl_permutation != perm)
3826 r_glsl_permutation = perm;
3827 if (!r_glsl_permutation->program)
3829 if (!r_glsl_permutation->compiled)
3830 R_GLSL_CompilePermutation(perm, mode, permutation);
3831 if (!r_glsl_permutation->program)
3833 // remove features until we find a valid permutation
3835 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3837 // reduce i more quickly whenever it would not remove any bits
3838 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3839 if (!(permutation & j))
3842 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3843 if (!r_glsl_permutation->compiled)
3844 R_GLSL_CompilePermutation(perm, mode, permutation);
3845 if (r_glsl_permutation->program)
3848 if (i >= SHADERPERMUTATION_COUNT)
3850 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3851 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3852 qglUseProgramObjectARB(0);CHECKGLERROR
3853 return; // no bit left to clear, entire mode is broken
3858 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3860 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3861 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3862 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3866 #include <Cg/cgGL.h>
3867 struct r_cg_permutation_s;
3868 typedef struct r_cg_permutation_s
3870 /// hash lookup data
3871 struct r_cg_permutation_s *hashnext;
3873 unsigned int permutation;
3875 /// indicates if we have tried compiling this permutation already
3877 /// 0 if compilation failed
3880 /// locations of detected parameters in programs, or NULL if not found
3881 CGparameter vp_EyePosition;
3882 CGparameter vp_FogPlane;
3883 CGparameter vp_LightDir;
3884 CGparameter vp_LightPosition;
3885 CGparameter vp_ModelToLight;
3886 CGparameter vp_TexMatrix;
3887 CGparameter vp_BackgroundTexMatrix;
3888 CGparameter vp_ModelViewProjectionMatrix;
3889 CGparameter vp_ModelViewMatrix;
3890 CGparameter vp_ShadowMapMatrix;
3892 CGparameter fp_Texture_First;
3893 CGparameter fp_Texture_Second;
3894 CGparameter fp_Texture_GammaRamps;
3895 CGparameter fp_Texture_Normal;
3896 CGparameter fp_Texture_Color;
3897 CGparameter fp_Texture_Gloss;
3898 CGparameter fp_Texture_Glow;
3899 CGparameter fp_Texture_SecondaryNormal;
3900 CGparameter fp_Texture_SecondaryColor;
3901 CGparameter fp_Texture_SecondaryGloss;
3902 CGparameter fp_Texture_SecondaryGlow;
3903 CGparameter fp_Texture_Pants;
3904 CGparameter fp_Texture_Shirt;
3905 CGparameter fp_Texture_FogHeightTexture;
3906 CGparameter fp_Texture_FogMask;
3907 CGparameter fp_Texture_Lightmap;
3908 CGparameter fp_Texture_Deluxemap;
3909 CGparameter fp_Texture_Attenuation;
3910 CGparameter fp_Texture_Cube;
3911 CGparameter fp_Texture_Refraction;
3912 CGparameter fp_Texture_Reflection;
3913 CGparameter fp_Texture_ShadowMap2D;
3914 CGparameter fp_Texture_CubeProjection;
3915 CGparameter fp_Texture_ScreenDepth;
3916 CGparameter fp_Texture_ScreenNormalMap;
3917 CGparameter fp_Texture_ScreenDiffuse;
3918 CGparameter fp_Texture_ScreenSpecular;
3919 CGparameter fp_Texture_ReflectMask;
3920 CGparameter fp_Texture_ReflectCube;
3921 CGparameter fp_Alpha;
3922 CGparameter fp_BloomBlur_Parameters;
3923 CGparameter fp_ClientTime;
3924 CGparameter fp_Color_Ambient;
3925 CGparameter fp_Color_Diffuse;
3926 CGparameter fp_Color_Specular;
3927 CGparameter fp_Color_Glow;
3928 CGparameter fp_Color_Pants;
3929 CGparameter fp_Color_Shirt;
3930 CGparameter fp_DeferredColor_Ambient;
3931 CGparameter fp_DeferredColor_Diffuse;
3932 CGparameter fp_DeferredColor_Specular;
3933 CGparameter fp_DeferredMod_Diffuse;
3934 CGparameter fp_DeferredMod_Specular;
3935 CGparameter fp_DistortScaleRefractReflect;
3936 CGparameter fp_EyePosition;
3937 CGparameter fp_FogColor;
3938 CGparameter fp_FogHeightFade;
3939 CGparameter fp_FogPlane;
3940 CGparameter fp_FogPlaneViewDist;
3941 CGparameter fp_FogRangeRecip;
3942 CGparameter fp_LightColor;
3943 CGparameter fp_LightDir;
3944 CGparameter fp_LightPosition;
3945 CGparameter fp_OffsetMapping_Scale;
3946 CGparameter fp_PixelSize;
3947 CGparameter fp_ReflectColor;
3948 CGparameter fp_ReflectFactor;
3949 CGparameter fp_ReflectOffset;
3950 CGparameter fp_RefractColor;
3951 CGparameter fp_Saturation;
3952 CGparameter fp_ScreenCenterRefractReflect;
3953 CGparameter fp_ScreenScaleRefractReflect;
3954 CGparameter fp_ScreenToDepth;
3955 CGparameter fp_ShadowMap_Parameters;
3956 CGparameter fp_ShadowMap_TextureScale;
3957 CGparameter fp_SpecularPower;
3958 CGparameter fp_UserVec1;
3959 CGparameter fp_UserVec2;
3960 CGparameter fp_UserVec3;
3961 CGparameter fp_UserVec4;
3962 CGparameter fp_ViewTintColor;
3963 CGparameter fp_ViewToLight;
3964 CGparameter fp_PixelToScreenTexCoord;
3965 CGparameter fp_ModelToReflectCube;
3966 CGparameter fp_BloomColorSubtract;
3970 /// information about each possible shader permutation
3971 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3972 /// currently selected permutation
3973 r_cg_permutation_t *r_cg_permutation;
3974 /// storage for permutations linked in the hash table
3975 memexpandablearray_t r_cg_permutationarray;
3977 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3979 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3981 //unsigned int hashdepth = 0;
3982 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3983 r_cg_permutation_t *p;
3984 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3986 if (p->mode == mode && p->permutation == permutation)
3988 //if (hashdepth > 10)
3989 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3994 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3996 p->permutation = permutation;
3997 p->hashnext = r_cg_permutationhash[mode][hashindex];
3998 r_cg_permutationhash[mode][hashindex] = p;
3999 //if (hashdepth > 10)
4000 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4004 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4007 if (!filename || !filename[0])
4009 if (!strcmp(filename, "cg/default.cg"))
4011 if (!cgshaderstring)
4013 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4015 Con_DPrintf("Loading shaders from file %s...\n", filename);
4017 cgshaderstring = (char *)builtincgshaderstring;
4019 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4020 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4021 return shaderstring;
4023 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4026 if (printfromdisknotice)
4027 Con_DPrintf("from disk %s... ", filename);
4028 return shaderstring;
4030 return shaderstring;
4033 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4035 // TODO: load or create .fp and .vp shader files
4038 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4041 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4042 int vertstrings_count = 0, vertstring_length = 0;
4043 int geomstrings_count = 0, geomstring_length = 0;
4044 int fragstrings_count = 0, fragstring_length = 0;
4046 char *vertexstring, *geometrystring, *fragmentstring;
4047 char *vertstring, *geomstring, *fragstring;
4048 const char *vertstrings_list[32+3];
4049 const char *geomstrings_list[32+3];
4050 const char *fragstrings_list[32+3];
4051 char permutationname[256];
4052 char cachename[256];
4053 CGprofile vertexProfile;
4054 CGprofile fragmentProfile;
4062 permutationname[0] = 0;
4064 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4065 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4066 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4068 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4069 strlcat(cachename, "cg/", sizeof(cachename));
4071 // the first pretext is which type of shader to compile as
4072 // (later these will all be bound together as a program object)
4073 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4074 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4075 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4077 // the second pretext is the mode (for example a light source)
4078 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4079 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4080 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4081 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4082 strlcat(cachename, modeinfo->name, sizeof(cachename));
4084 // now add all the permutation pretexts
4085 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4087 if (permutation & (1<<i))
4089 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4090 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4091 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4092 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4093 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4097 // keep line numbers correct
4098 vertstrings_list[vertstrings_count++] = "\n";
4099 geomstrings_list[geomstrings_count++] = "\n";
4100 fragstrings_list[fragstrings_count++] = "\n";
4104 // replace spaces in the cachename with _ characters
4105 for (i = 0;cachename[i];i++)
4106 if (cachename[i] == ' ')
4109 // now append the shader text itself
4110 vertstrings_list[vertstrings_count++] = vertexstring;
4111 geomstrings_list[geomstrings_count++] = geometrystring;
4112 fragstrings_list[fragstrings_count++] = fragmentstring;
4114 // if any sources were NULL, clear the respective list
4116 vertstrings_count = 0;
4117 if (!geometrystring)
4118 geomstrings_count = 0;
4119 if (!fragmentstring)
4120 fragstrings_count = 0;
4122 vertstring_length = 0;
4123 for (i = 0;i < vertstrings_count;i++)
4124 vertstring_length += strlen(vertstrings_list[i]);
4125 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4126 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4127 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4129 geomstring_length = 0;
4130 for (i = 0;i < geomstrings_count;i++)
4131 geomstring_length += strlen(geomstrings_list[i]);
4132 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4133 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4134 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4136 fragstring_length = 0;
4137 for (i = 0;i < fragstrings_count;i++)
4138 fragstring_length += strlen(fragstrings_list[i]);
4139 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4140 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4141 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4145 //vertexProfile = CG_PROFILE_ARBVP1;
4146 //fragmentProfile = CG_PROFILE_ARBFP1;
4147 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4148 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4149 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4150 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4151 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4154 // try to load the cached shader, or generate one
4155 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4157 // if caching failed, do a dynamic compile for now
4159 if (vertstring[0] && !p->vprogram)
4160 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4162 if (fragstring[0] && !p->fprogram)
4163 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4166 // look up all the uniform variable names we care about, so we don't
4167 // have to look them up every time we set them
4171 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4172 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4173 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4174 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4175 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4176 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4177 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4178 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4179 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4180 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4181 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4182 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4188 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4189 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4190 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4191 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4192 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4193 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4194 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4195 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4196 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4197 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4198 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4199 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4200 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4201 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4202 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4203 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4204 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4205 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4206 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4207 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4208 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4209 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4210 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4211 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4212 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4213 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4214 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4215 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4216 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4217 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4218 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4219 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4220 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4221 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4222 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4223 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4224 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4225 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4226 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4227 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4228 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4229 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4230 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4231 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4232 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4233 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4234 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4235 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4236 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4237 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4238 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4239 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4240 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4241 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4242 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4243 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4244 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4245 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4246 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4247 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4248 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4249 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4250 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4251 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4252 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4253 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4254 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4255 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4256 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4257 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4258 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4259 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4260 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4261 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4262 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4263 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4264 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4268 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4269 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4271 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4275 Mem_Free(vertstring);
4277 Mem_Free(geomstring);
4279 Mem_Free(fragstring);
4281 Mem_Free(vertexstring);
4283 Mem_Free(geometrystring);
4285 Mem_Free(fragmentstring);
4288 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4290 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4293 if (r_cg_permutation != perm)
4295 r_cg_permutation = perm;
4296 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4298 if (!r_cg_permutation->compiled)
4299 R_CG_CompilePermutation(perm, mode, permutation);
4300 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4302 // remove features until we find a valid permutation
4304 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4306 // reduce i more quickly whenever it would not remove any bits
4307 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4308 if (!(permutation & j))
4311 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4312 if (!r_cg_permutation->compiled)
4313 R_CG_CompilePermutation(perm, mode, permutation);
4314 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4317 if (i >= SHADERPERMUTATION_COUNT)
4319 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4320 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4321 return; // no bit left to clear, entire mode is broken
4327 if (r_cg_permutation->vprogram)
4329 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4330 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4331 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4335 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4336 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4338 if (r_cg_permutation->fprogram)
4340 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4341 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4342 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4346 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4347 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4351 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4352 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4353 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4356 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4358 cgGLSetTextureParameter(param, R_GetTexture(tex));
4359 cgGLEnableTextureParameter(param);
4367 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4368 extern D3DCAPS9 vid_d3d9caps;
4371 struct r_hlsl_permutation_s;
4372 typedef struct r_hlsl_permutation_s
4374 /// hash lookup data
4375 struct r_hlsl_permutation_s *hashnext;
4377 unsigned int permutation;
4379 /// indicates if we have tried compiling this permutation already
4381 /// NULL if compilation failed
4382 IDirect3DVertexShader9 *vertexshader;
4383 IDirect3DPixelShader9 *pixelshader;
4385 r_hlsl_permutation_t;
4387 typedef enum D3DVSREGISTER_e
4389 D3DVSREGISTER_TexMatrix = 0, // float4x4
4390 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4391 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4392 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4393 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4394 D3DVSREGISTER_ModelToLight = 20, // float4x4
4395 D3DVSREGISTER_EyePosition = 24,
4396 D3DVSREGISTER_FogPlane = 25,
4397 D3DVSREGISTER_LightDir = 26,
4398 D3DVSREGISTER_LightPosition = 27,
4402 typedef enum D3DPSREGISTER_e
4404 D3DPSREGISTER_Alpha = 0,
4405 D3DPSREGISTER_BloomBlur_Parameters = 1,
4406 D3DPSREGISTER_ClientTime = 2,
4407 D3DPSREGISTER_Color_Ambient = 3,
4408 D3DPSREGISTER_Color_Diffuse = 4,
4409 D3DPSREGISTER_Color_Specular = 5,
4410 D3DPSREGISTER_Color_Glow = 6,
4411 D3DPSREGISTER_Color_Pants = 7,
4412 D3DPSREGISTER_Color_Shirt = 8,
4413 D3DPSREGISTER_DeferredColor_Ambient = 9,
4414 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4415 D3DPSREGISTER_DeferredColor_Specular = 11,
4416 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4417 D3DPSREGISTER_DeferredMod_Specular = 13,
4418 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4419 D3DPSREGISTER_EyePosition = 15, // unused
4420 D3DPSREGISTER_FogColor = 16,
4421 D3DPSREGISTER_FogHeightFade = 17,
4422 D3DPSREGISTER_FogPlane = 18,
4423 D3DPSREGISTER_FogPlaneViewDist = 19,
4424 D3DPSREGISTER_FogRangeRecip = 20,
4425 D3DPSREGISTER_LightColor = 21,
4426 D3DPSREGISTER_LightDir = 22, // unused
4427 D3DPSREGISTER_LightPosition = 23,
4428 D3DPSREGISTER_OffsetMapping_Scale = 24,
4429 D3DPSREGISTER_PixelSize = 25,
4430 D3DPSREGISTER_ReflectColor = 26,
4431 D3DPSREGISTER_ReflectFactor = 27,
4432 D3DPSREGISTER_ReflectOffset = 28,
4433 D3DPSREGISTER_RefractColor = 29,
4434 D3DPSREGISTER_Saturation = 30,
4435 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4436 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4437 D3DPSREGISTER_ScreenToDepth = 33,
4438 D3DPSREGISTER_ShadowMap_Parameters = 34,
4439 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4440 D3DPSREGISTER_SpecularPower = 36,
4441 D3DPSREGISTER_UserVec1 = 37,
4442 D3DPSREGISTER_UserVec2 = 38,
4443 D3DPSREGISTER_UserVec3 = 39,
4444 D3DPSREGISTER_UserVec4 = 40,
4445 D3DPSREGISTER_ViewTintColor = 41,
4446 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4447 D3DPSREGISTER_BloomColorSubtract = 43,
4448 D3DPSREGISTER_ViewToLight = 44, // float4x4
4449 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4454 /// information about each possible shader permutation
4455 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4456 /// currently selected permutation
4457 r_hlsl_permutation_t *r_hlsl_permutation;
4458 /// storage for permutations linked in the hash table
4459 memexpandablearray_t r_hlsl_permutationarray;
4461 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4463 //unsigned int hashdepth = 0;
4464 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4465 r_hlsl_permutation_t *p;
4466 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4468 if (p->mode == mode && p->permutation == permutation)
4470 //if (hashdepth > 10)
4471 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4476 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4478 p->permutation = permutation;
4479 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4480 r_hlsl_permutationhash[mode][hashindex] = p;
4481 //if (hashdepth > 10)
4482 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4486 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4489 if (!filename || !filename[0])
4491 if (!strcmp(filename, "hlsl/default.hlsl"))
4493 if (!hlslshaderstring)
4495 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4496 if (hlslshaderstring)
4497 Con_DPrintf("Loading shaders from file %s...\n", filename);
4499 hlslshaderstring = (char *)builtincgshaderstring;
4501 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4502 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4503 return shaderstring;
4505 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4508 if (printfromdisknotice)
4509 Con_DPrintf("from disk %s... ", filename);
4510 return shaderstring;
4512 return shaderstring;
4516 //#include <d3dx9shader.h>
4517 //#include <d3dx9mesh.h>
4519 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4521 DWORD *vsbin = NULL;
4522 DWORD *psbin = NULL;
4523 fs_offset_t vsbinsize;
4524 fs_offset_t psbinsize;
4525 // IDirect3DVertexShader9 *vs = NULL;
4526 // IDirect3DPixelShader9 *ps = NULL;
4527 ID3DXBuffer *vslog = NULL;
4528 ID3DXBuffer *vsbuffer = NULL;
4529 ID3DXConstantTable *vsconstanttable = NULL;
4530 ID3DXBuffer *pslog = NULL;
4531 ID3DXBuffer *psbuffer = NULL;
4532 ID3DXConstantTable *psconstanttable = NULL;
4535 char temp[MAX_INPUTLINE];
4536 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4537 qboolean debugshader = gl_paranoid.integer != 0;
4538 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4539 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4542 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4543 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4545 if ((!vsbin && vertstring) || (!psbin && fragstring))
4547 const char* dllnames_d3dx9 [] =
4571 dllhandle_t d3dx9_dll = NULL;
4572 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4573 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4574 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4575 dllfunction_t d3dx9_dllfuncs[] =
4577 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4578 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4579 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4582 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4584 DWORD shaderflags = 0;
4586 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4587 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4588 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4589 if (vertstring && vertstring[0])
4593 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4594 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4595 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4596 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4599 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4602 vsbinsize = vsbuffer->GetBufferSize();
4603 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4604 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4605 vsbuffer->Release();
4609 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4610 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4614 if (fragstring && fragstring[0])
4618 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4619 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4620 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4621 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4624 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4627 psbinsize = psbuffer->GetBufferSize();
4628 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4629 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4630 psbuffer->Release();
4634 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4635 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4639 Sys_UnloadLibrary(&d3dx9_dll);
4642 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4646 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4647 if (FAILED(vsresult))
4648 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4649 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4650 if (FAILED(psresult))
4651 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4653 // free the shader data
4654 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4655 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4658 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4661 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4662 int vertstrings_count = 0, vertstring_length = 0;
4663 int geomstrings_count = 0, geomstring_length = 0;
4664 int fragstrings_count = 0, fragstring_length = 0;
4666 char *vertexstring, *geometrystring, *fragmentstring;
4667 char *vertstring, *geomstring, *fragstring;
4668 const char *vertstrings_list[32+3];
4669 const char *geomstrings_list[32+3];
4670 const char *fragstrings_list[32+3];
4671 char permutationname[256];
4672 char cachename[256];
4677 p->vertexshader = NULL;
4678 p->pixelshader = NULL;
4680 permutationname[0] = 0;
4682 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4683 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4684 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4686 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4687 strlcat(cachename, "hlsl/", sizeof(cachename));
4689 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4690 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4691 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4692 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4694 // the first pretext is which type of shader to compile as
4695 // (later these will all be bound together as a program object)
4696 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4697 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4698 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4700 // the second pretext is the mode (for example a light source)
4701 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4702 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4703 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4704 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4705 strlcat(cachename, modeinfo->name, sizeof(cachename));
4707 // now add all the permutation pretexts
4708 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4710 if (permutation & (1<<i))
4712 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4713 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4714 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4715 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4716 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4720 // keep line numbers correct
4721 vertstrings_list[vertstrings_count++] = "\n";
4722 geomstrings_list[geomstrings_count++] = "\n";
4723 fragstrings_list[fragstrings_count++] = "\n";
4727 // replace spaces in the cachename with _ characters
4728 for (i = 0;cachename[i];i++)
4729 if (cachename[i] == ' ')
4732 // now append the shader text itself
4733 vertstrings_list[vertstrings_count++] = vertexstring;
4734 geomstrings_list[geomstrings_count++] = geometrystring;
4735 fragstrings_list[fragstrings_count++] = fragmentstring;
4737 // if any sources were NULL, clear the respective list
4739 vertstrings_count = 0;
4740 if (!geometrystring)
4741 geomstrings_count = 0;
4742 if (!fragmentstring)
4743 fragstrings_count = 0;
4745 vertstring_length = 0;
4746 for (i = 0;i < vertstrings_count;i++)
4747 vertstring_length += strlen(vertstrings_list[i]);
4748 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4749 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4750 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4752 geomstring_length = 0;
4753 for (i = 0;i < geomstrings_count;i++)
4754 geomstring_length += strlen(geomstrings_list[i]);
4755 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4756 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4757 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4759 fragstring_length = 0;
4760 for (i = 0;i < fragstrings_count;i++)
4761 fragstring_length += strlen(fragstrings_list[i]);
4762 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4763 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4764 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4766 // try to load the cached shader, or generate one
4767 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4769 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4770 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4772 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4776 Mem_Free(vertstring);
4778 Mem_Free(geomstring);
4780 Mem_Free(fragstring);
4782 Mem_Free(vertexstring);
4784 Mem_Free(geometrystring);
4786 Mem_Free(fragmentstring);
4789 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4790 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4791 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4792 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4793 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4794 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4796 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4797 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4798 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4799 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4800 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4801 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4803 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4805 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4806 if (r_hlsl_permutation != perm)
4808 r_hlsl_permutation = perm;
4809 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4811 if (!r_hlsl_permutation->compiled)
4812 R_HLSL_CompilePermutation(perm, mode, permutation);
4813 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4815 // remove features until we find a valid permutation
4817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4819 // reduce i more quickly whenever it would not remove any bits
4820 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4821 if (!(permutation & j))
4824 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4825 if (!r_hlsl_permutation->compiled)
4826 R_HLSL_CompilePermutation(perm, mode, permutation);
4827 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4830 if (i >= SHADERPERMUTATION_COUNT)
4832 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4833 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4834 return; // no bit left to clear, entire mode is broken
4838 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4839 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4841 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4842 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4843 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4847 void R_GLSL_Restart_f(void)
4849 unsigned int i, limit;
4850 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4851 Mem_Free(glslshaderstring);
4852 glslshaderstring = NULL;
4853 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4854 Mem_Free(cgshaderstring);
4855 cgshaderstring = NULL;
4856 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4857 Mem_Free(hlslshaderstring);
4858 hlslshaderstring = NULL;
4859 switch(vid.renderpath)
4861 case RENDERPATH_D3D9:
4864 r_hlsl_permutation_t *p;
4865 r_hlsl_permutation = NULL;
4866 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4867 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4868 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4869 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4870 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4871 for (i = 0;i < limit;i++)
4873 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4875 if (p->vertexshader)
4876 IDirect3DVertexShader9_Release(p->vertexshader);
4878 IDirect3DPixelShader9_Release(p->pixelshader);
4879 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4882 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4886 case RENDERPATH_D3D10:
4887 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4889 case RENDERPATH_D3D11:
4890 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4892 case RENDERPATH_GL20:
4894 r_glsl_permutation_t *p;
4895 r_glsl_permutation = NULL;
4896 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4897 for (i = 0;i < limit;i++)
4899 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4901 GL_Backend_FreeProgram(p->program);
4902 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4905 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4908 case RENDERPATH_CGGL:
4911 r_cg_permutation_t *p;
4912 r_cg_permutation = NULL;
4913 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4914 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4915 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4916 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4917 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4918 for (i = 0;i < limit;i++)
4920 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4923 cgDestroyProgram(p->vprogram);
4925 cgDestroyProgram(p->fprogram);
4926 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4929 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4933 case RENDERPATH_GL13:
4934 case RENDERPATH_GL11:
4939 void R_GLSL_DumpShader_f(void)
4944 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4947 FS_Print(file, "/* The engine may define the following macros:\n");
4948 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4949 for (i = 0;i < SHADERMODE_COUNT;i++)
4950 FS_Print(file, glslshadermodeinfo[i].pretext);
4951 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4952 FS_Print(file, shaderpermutationinfo[i].pretext);
4953 FS_Print(file, "*/\n");
4954 FS_Print(file, builtinshaderstring);
4956 Con_Printf("glsl/default.glsl written\n");
4959 Con_Printf("failed to write to glsl/default.glsl\n");
4962 file = FS_OpenRealFile("cg/default.cg", "w", false);
4965 FS_Print(file, "/* The engine may define the following macros:\n");
4966 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4967 for (i = 0;i < SHADERMODE_COUNT;i++)
4968 FS_Print(file, cgshadermodeinfo[i].pretext);
4969 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4970 FS_Print(file, shaderpermutationinfo[i].pretext);
4971 FS_Print(file, "*/\n");
4972 FS_Print(file, builtincgshaderstring);
4974 Con_Printf("cg/default.cg written\n");
4977 Con_Printf("failed to write to cg/default.cg\n");
4981 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4984 FS_Print(file, "/* The engine may define the following macros:\n");
4985 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4986 for (i = 0;i < SHADERMODE_COUNT;i++)
4987 FS_Print(file, hlslshadermodeinfo[i].pretext);
4988 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4989 FS_Print(file, shaderpermutationinfo[i].pretext);
4990 FS_Print(file, "*/\n");
4991 FS_Print(file, builtincgshaderstring);
4993 Con_Printf("hlsl/default.hlsl written\n");
4996 Con_Printf("failed to write to hlsl/default.hlsl\n");
5000 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5003 texturemode = GL_MODULATE;
5004 switch (vid.renderpath)
5006 case RENDERPATH_D3D9:
5008 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5009 R_Mesh_TexBind(GL20TU_FIRST , first );
5010 R_Mesh_TexBind(GL20TU_SECOND, second);
5013 case RENDERPATH_D3D10:
5014 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5016 case RENDERPATH_D3D11:
5017 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5019 case RENDERPATH_GL20:
5020 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5021 R_Mesh_TexBind(GL20TU_FIRST , first );
5022 R_Mesh_TexBind(GL20TU_SECOND, second);
5024 case RENDERPATH_CGGL:
5027 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5028 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5029 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5032 case RENDERPATH_GL13:
5033 R_Mesh_TexBind(0, first );
5034 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5035 R_Mesh_TexBind(1, second);
5037 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5039 case RENDERPATH_GL11:
5040 R_Mesh_TexBind(0, first );
5045 void R_SetupShader_DepthOrShadow(void)
5047 switch (vid.renderpath)
5049 case RENDERPATH_D3D9:
5051 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5054 case RENDERPATH_D3D10:
5055 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5057 case RENDERPATH_D3D11:
5058 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5060 case RENDERPATH_GL20:
5061 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5063 case RENDERPATH_CGGL:
5065 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5068 case RENDERPATH_GL13:
5069 R_Mesh_TexBind(0, 0);
5070 R_Mesh_TexBind(1, 0);
5072 case RENDERPATH_GL11:
5073 R_Mesh_TexBind(0, 0);
5078 void R_SetupShader_ShowDepth(void)
5080 switch (vid.renderpath)
5082 case RENDERPATH_D3D9:
5084 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5087 case RENDERPATH_D3D10:
5088 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5090 case RENDERPATH_D3D11:
5091 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5093 case RENDERPATH_GL20:
5094 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5096 case RENDERPATH_CGGL:
5098 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5101 case RENDERPATH_GL13:
5103 case RENDERPATH_GL11:
5108 extern qboolean r_shadow_usingdeferredprepass;
5109 extern cvar_t r_shadow_deferred_8bitrange;
5110 extern rtexture_t *r_shadow_attenuationgradienttexture;
5111 extern rtexture_t *r_shadow_attenuation2dtexture;
5112 extern rtexture_t *r_shadow_attenuation3dtexture;
5113 extern qboolean r_shadow_usingshadowmap2d;
5114 extern qboolean r_shadow_usingshadowmaportho;
5115 extern float r_shadow_shadowmap_texturescale[2];
5116 extern float r_shadow_shadowmap_parameters[4];
5117 extern qboolean r_shadow_shadowmapvsdct;
5118 extern qboolean r_shadow_shadowmapsampler;
5119 extern int r_shadow_shadowmappcf;
5120 extern rtexture_t *r_shadow_shadowmap2dtexture;
5121 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5122 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5123 extern matrix4x4_t r_shadow_shadowmapmatrix;
5124 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5125 extern int r_shadow_prepass_width;
5126 extern int r_shadow_prepass_height;
5127 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5128 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5129 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5130 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5131 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5132 extern cvar_t gl_mesh_separatearrays;
5133 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5135 // a blendfunc allows colormod if:
5136 // a) it can never keep the destination pixel invariant, or
5137 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5138 // this is to prevent unintended side effects from colormod
5141 // IF there is a (s, sa) for which for all (d, da),
5142 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5143 // THEN, for this (s, sa) and all (colormod, d, da):
5144 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5145 // OBVIOUSLY, this means that
5146 // s*colormod * src(s*colormod, d, sa, da) = 0
5147 // dst(s*colormod, d, sa, da) = 1
5149 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5151 // main condition to leave dst color invariant:
5152 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5154 // s * 0 + d * dst(s, d, sa, da) == d
5155 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5156 // => colormod is a problem for GL_SRC_COLOR only
5158 // s + d * dst(s, d, sa, da) == d
5160 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5161 // => colormod is never problematic for these
5162 // src == GL_SRC_COLOR:
5163 // s*s + d * dst(s, d, sa, da) == d
5165 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5166 // => colormod is never problematic for these
5167 // src == GL_ONE_MINUS_SRC_COLOR:
5168 // s*(1-s) + d * dst(s, d, sa, da) == d
5169 // => s == 0 or s == 1
5170 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5171 // => colormod is a problem for GL_SRC_COLOR only
5172 // src == GL_DST_COLOR
5173 // s*d + d * dst(s, d, sa, da) == d
5175 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5176 // => colormod is always a problem
5179 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5180 // => colormod is never problematic for these
5181 // => BUT, we do not know s! We must assume it is problematic
5182 // then... except in GL_ONE case, where we know all invariant
5184 // src == GL_ONE_MINUS_DST_COLOR
5185 // s*(1-d) + d * dst(s, d, sa, da) == d
5186 // => s == 0 (1-d is impossible to handle for our desired result)
5187 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5188 // => colormod is never problematic for these
5189 // src == GL_SRC_ALPHA
5190 // s*sa + d * dst(s, d, sa, da) == d
5191 // => s == 0, or sa == 0
5192 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5193 // => colormod breaks in the case GL_SRC_COLOR only
5194 // src == GL_ONE_MINUS_SRC_ALPHA
5195 // s*(1-sa) + d * dst(s, d, sa, da) == d
5196 // => s == 0, or sa == 1
5197 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5198 // => colormod breaks in the case GL_SRC_COLOR only
5199 // src == GL_DST_ALPHA
5200 // s*da + d * dst(s, d, sa, da) == d
5202 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5203 // => colormod is never problematic for these
5208 case GL_ONE_MINUS_SRC_COLOR:
5210 case GL_ONE_MINUS_SRC_ALPHA:
5211 if(dst == GL_SRC_COLOR)
5216 case GL_ONE_MINUS_DST_COLOR:
5218 case GL_ONE_MINUS_DST_ALPHA:
5228 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5230 // select a permutation of the lighting shader appropriate to this
5231 // combination of texture, entity, light source, and fogging, only use the
5232 // minimum features necessary to avoid wasting rendering time in the
5233 // fragment shader on features that are not being used
5234 unsigned int permutation = 0;
5235 unsigned int mode = 0;
5236 qboolean allow_colormod;
5237 static float dummy_colormod[3] = {1, 1, 1};
5238 float *colormod = rsurface.colormod;
5240 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5241 if (rsurfacepass == RSURFPASS_BACKGROUND)
5243 // distorted background
5244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5246 mode = SHADERMODE_WATER;
5247 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5248 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5250 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5252 mode = SHADERMODE_REFRACTION;
5253 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5254 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5258 mode = SHADERMODE_GENERIC;
5259 permutation |= SHADERPERMUTATION_DIFFUSE;
5260 GL_BlendFunc(GL_ONE, GL_ZERO);
5261 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5263 GL_AlphaTest(false);
5265 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5267 if (r_glsl_offsetmapping.integer)
5269 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5270 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5271 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5272 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5273 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5275 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5276 if (r_glsl_offsetmapping_reliefmapping.integer)
5277 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5280 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5281 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5282 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5283 permutation |= SHADERPERMUTATION_ALPHAKILL;
5284 // normalmap (deferred prepass), may use alpha test on diffuse
5285 mode = SHADERMODE_DEFERREDGEOMETRY;
5286 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5287 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5288 GL_AlphaTest(false);
5289 GL_BlendFunc(GL_ONE, GL_ZERO);
5290 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5292 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5294 if (r_glsl_offsetmapping.integer)
5296 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5297 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5298 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5299 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5300 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5302 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5303 if (r_glsl_offsetmapping_reliefmapping.integer)
5304 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5307 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5308 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5310 mode = SHADERMODE_LIGHTSOURCE;
5311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5312 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5313 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5314 permutation |= SHADERPERMUTATION_CUBEFILTER;
5315 if (diffusescale > 0)
5316 permutation |= SHADERPERMUTATION_DIFFUSE;
5317 if (specularscale > 0)
5319 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5320 if (r_shadow_glossexact.integer)
5321 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5323 if (r_refdef.fogenabled)
5324 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5325 if (rsurface.texture->colormapping)
5326 permutation |= SHADERPERMUTATION_COLORMAPPING;
5327 if (r_shadow_usingshadowmap2d)
5329 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5330 if(r_shadow_shadowmapvsdct)
5331 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5333 if (r_shadow_shadowmapsampler)
5334 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5335 if (r_shadow_shadowmappcf > 1)
5336 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5337 else if (r_shadow_shadowmappcf)
5338 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5340 if (rsurface.texture->reflectmasktexture)
5341 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5342 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5343 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5344 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5346 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5348 if (r_glsl_offsetmapping.integer)
5350 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5351 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5352 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5353 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5354 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5356 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5357 if (r_glsl_offsetmapping_reliefmapping.integer)
5358 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5362 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5363 // unshaded geometry (fullbright or ambient model lighting)
5364 mode = SHADERMODE_FLATCOLOR;
5365 ambientscale = diffusescale = specularscale = 0;
5366 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5367 permutation |= SHADERPERMUTATION_GLOW;
5368 if (r_refdef.fogenabled)
5369 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5370 if (rsurface.texture->colormapping)
5371 permutation |= SHADERPERMUTATION_COLORMAPPING;
5372 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5374 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5375 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5377 if (r_shadow_shadowmapsampler)
5378 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5379 if (r_shadow_shadowmappcf > 1)
5380 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5381 else if (r_shadow_shadowmappcf)
5382 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5384 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5385 permutation |= SHADERPERMUTATION_REFLECTION;
5386 if (rsurface.texture->reflectmasktexture)
5387 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5388 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5389 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5390 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5392 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5394 if (r_glsl_offsetmapping.integer)
5396 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5397 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5398 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5399 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5400 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5402 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5403 if (r_glsl_offsetmapping_reliefmapping.integer)
5404 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5407 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5408 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5409 // directional model lighting
5410 mode = SHADERMODE_LIGHTDIRECTION;
5411 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5412 permutation |= SHADERPERMUTATION_GLOW;
5413 permutation |= SHADERPERMUTATION_DIFFUSE;
5414 if (specularscale > 0)
5416 permutation |= SHADERPERMUTATION_SPECULAR;
5417 if (r_shadow_glossexact.integer)
5418 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5420 if (r_refdef.fogenabled)
5421 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5422 if (rsurface.texture->colormapping)
5423 permutation |= SHADERPERMUTATION_COLORMAPPING;
5424 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5426 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5427 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5429 if (r_shadow_shadowmapsampler)
5430 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5431 if (r_shadow_shadowmappcf > 1)
5432 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5433 else if (r_shadow_shadowmappcf)
5434 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5436 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5437 permutation |= SHADERPERMUTATION_REFLECTION;
5438 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5439 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5440 if (rsurface.texture->reflectmasktexture)
5441 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5442 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5443 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5444 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5446 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5448 if (r_glsl_offsetmapping.integer)
5450 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5451 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5452 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5453 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5454 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5456 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5457 if (r_glsl_offsetmapping_reliefmapping.integer)
5458 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5462 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5463 // ambient model lighting
5464 mode = SHADERMODE_LIGHTDIRECTION;
5465 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5466 permutation |= SHADERPERMUTATION_GLOW;
5467 if (r_refdef.fogenabled)
5468 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5469 if (rsurface.texture->colormapping)
5470 permutation |= SHADERPERMUTATION_COLORMAPPING;
5471 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5473 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5474 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5476 if (r_shadow_shadowmapsampler)
5477 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5478 if (r_shadow_shadowmappcf > 1)
5479 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5480 else if (r_shadow_shadowmappcf)
5481 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5483 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5484 permutation |= SHADERPERMUTATION_REFLECTION;
5485 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5486 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5487 if (rsurface.texture->reflectmasktexture)
5488 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5489 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5490 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5491 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5495 if (r_glsl_offsetmapping.integer)
5497 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5498 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5499 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5500 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5501 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5503 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5504 if (r_glsl_offsetmapping_reliefmapping.integer)
5505 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5508 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5509 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5511 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5512 permutation |= SHADERPERMUTATION_GLOW;
5513 if (r_refdef.fogenabled)
5514 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5515 if (rsurface.texture->colormapping)
5516 permutation |= SHADERPERMUTATION_COLORMAPPING;
5517 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5519 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5520 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5522 if (r_shadow_shadowmapsampler)
5523 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5524 if (r_shadow_shadowmappcf > 1)
5525 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5526 else if (r_shadow_shadowmappcf)
5527 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5529 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5530 permutation |= SHADERPERMUTATION_REFLECTION;
5531 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5532 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5533 if (rsurface.texture->reflectmasktexture)
5534 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5535 if (FAKELIGHT_ENABLED)
5537 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5538 mode = SHADERMODE_FAKELIGHT;
5539 permutation |= SHADERPERMUTATION_DIFFUSE;
5540 if (specularscale > 0)
5542 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5543 if (r_shadow_glossexact.integer)
5544 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5547 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5549 // deluxemapping (light direction texture)
5550 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5551 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5553 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5554 permutation |= SHADERPERMUTATION_DIFFUSE;
5555 if (specularscale > 0)
5557 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5558 if (r_shadow_glossexact.integer)
5559 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5562 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5564 // fake deluxemapping (uniform light direction in tangentspace)
5565 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5566 permutation |= SHADERPERMUTATION_DIFFUSE;
5567 if (specularscale > 0)
5569 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5570 if (r_shadow_glossexact.integer)
5571 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5574 else if (rsurface.uselightmaptexture)
5576 // ordinary lightmapping (q1bsp, q3bsp)
5577 mode = SHADERMODE_LIGHTMAP;
5581 // ordinary vertex coloring (q3bsp)
5582 mode = SHADERMODE_VERTEXCOLOR;
5584 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5585 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5586 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5589 colormod = dummy_colormod;
5590 switch(vid.renderpath)
5592 case RENDERPATH_D3D9:
5594 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5595 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5596 R_SetupShader_SetPermutationHLSL(mode, permutation);
5597 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5598 if (mode == SHADERMODE_LIGHTSOURCE)
5600 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5601 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5605 if (mode == SHADERMODE_LIGHTDIRECTION)
5607 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5610 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5611 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5612 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5613 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5614 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5616 if (mode == SHADERMODE_LIGHTSOURCE)
5618 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5619 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5620 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5622 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5624 // additive passes are only darkened by fog, not tinted
5625 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5626 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5630 if (mode == SHADERMODE_FLATCOLOR)
5632 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5634 else if (mode == SHADERMODE_LIGHTDIRECTION)
5636 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5637 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5638 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5639 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5640 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5641 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5642 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5646 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5647 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5648 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5649 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5650 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5652 // additive passes are only darkened by fog, not tinted
5653 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5654 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5656 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5657 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5658 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5659 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5660 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5661 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5662 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5663 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5664 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5666 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5667 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5668 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5669 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5670 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5671 if (rsurface.texture->pantstexture)
5672 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5674 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5675 if (rsurface.texture->shirttexture)
5676 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5678 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5679 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5680 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5681 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5682 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5683 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5684 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5685 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5687 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5688 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5689 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5690 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5691 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5692 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5693 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5694 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5695 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5696 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5697 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5698 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5699 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5700 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5701 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5702 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5703 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5704 if (rsurfacepass == RSURFPASS_BACKGROUND)
5706 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5707 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5708 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5712 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5714 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5715 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5716 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5717 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5718 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5720 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5721 if (rsurface.rtlight)
5723 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5724 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5729 case RENDERPATH_D3D10:
5730 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5732 case RENDERPATH_D3D11:
5733 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5735 case RENDERPATH_GL20:
5736 if (gl_mesh_separatearrays.integer)
5738 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5739 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5740 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5741 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5742 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5743 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5744 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5745 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5749 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5750 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5752 R_SetupShader_SetPermutationGLSL(mode, permutation);
5753 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5754 if (mode == SHADERMODE_LIGHTSOURCE)
5756 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5757 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5758 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5759 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5760 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5761 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5763 // additive passes are only darkened by fog, not tinted
5764 if (r_glsl_permutation->loc_FogColor >= 0)
5765 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5766 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5770 if (mode == SHADERMODE_FLATCOLOR)
5772 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5774 else if (mode == SHADERMODE_LIGHTDIRECTION)
5776 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5777 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5778 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5779 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5780 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5781 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5782 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5786 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5787 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5788 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5789 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5790 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5792 // additive passes are only darkened by fog, not tinted
5793 if (r_glsl_permutation->loc_FogColor >= 0)
5795 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5796 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5798 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5800 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5801 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5802 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5803 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5804 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5805 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5806 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5807 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5809 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5810 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5811 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5812 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5813 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5815 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5816 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5817 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5818 if (r_glsl_permutation->loc_Color_Pants >= 0)
5820 if (rsurface.texture->pantstexture)
5821 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5823 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5825 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5827 if (rsurface.texture->shirttexture)
5828 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5830 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5832 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5833 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5834 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5835 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5836 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5837 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5838 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5840 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5841 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5842 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5843 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5844 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5845 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5846 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5847 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5848 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5849 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5850 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5851 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5852 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5853 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5854 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5855 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5856 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5857 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5858 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5859 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5860 if (rsurfacepass == RSURFPASS_BACKGROUND)
5862 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5863 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5864 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5868 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5870 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5871 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5872 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5873 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5874 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5876 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5877 if (rsurface.rtlight)
5879 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5880 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5885 case RENDERPATH_CGGL:
5887 if (gl_mesh_separatearrays.integer)
5889 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5890 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5891 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5892 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5893 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5894 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5895 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5896 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5900 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5901 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5903 R_SetupShader_SetPermutationCG(mode, permutation);
5904 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5905 if (mode == SHADERMODE_LIGHTSOURCE)
5907 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5908 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5912 if (mode == SHADERMODE_LIGHTDIRECTION)
5914 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5917 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5918 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5919 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5920 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5921 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5924 if (mode == SHADERMODE_LIGHTSOURCE)
5926 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5927 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5928 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5929 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5930 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5932 // additive passes are only darkened by fog, not tinted
5933 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5934 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5938 if (mode == SHADERMODE_FLATCOLOR)
5940 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5942 else if (mode == SHADERMODE_LIGHTDIRECTION)
5944 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5945 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5946 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5947 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5948 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5949 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5950 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5954 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5955 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5956 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5957 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5958 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5960 // additive passes are only darkened by fog, not tinted
5961 if (r_cg_permutation->fp_FogColor)
5963 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5964 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5966 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5969 if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5970 if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5971 if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5972 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5973 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5974 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5975 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5976 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5978 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5979 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5980 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5981 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5982 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5983 if (r_cg_permutation->fp_Color_Pants)
5985 if (rsurface.texture->pantstexture)
5986 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5988 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5991 if (r_cg_permutation->fp_Color_Shirt)
5993 if (rsurface.texture->shirttexture)
5994 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5996 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5999 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
6000 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6001 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6002 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6003 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6004 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6005 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6007 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6008 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6009 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6010 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6011 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6012 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6013 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6014 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6015 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6016 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6017 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6018 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6019 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6020 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6021 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
6022 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6023 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6024 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6025 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6026 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6027 if (rsurfacepass == RSURFPASS_BACKGROUND)
6029 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6030 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6031 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6035 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6037 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6038 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6039 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6040 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6041 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6043 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6044 if (rsurface.rtlight)
6046 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6047 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6054 case RENDERPATH_GL13:
6055 case RENDERPATH_GL11:
6060 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6062 // select a permutation of the lighting shader appropriate to this
6063 // combination of texture, entity, light source, and fogging, only use the
6064 // minimum features necessary to avoid wasting rendering time in the
6065 // fragment shader on features that are not being used
6066 unsigned int permutation = 0;
6067 unsigned int mode = 0;
6068 const float *lightcolorbase = rtlight->currentcolor;
6069 float ambientscale = rtlight->ambientscale;
6070 float diffusescale = rtlight->diffusescale;
6071 float specularscale = rtlight->specularscale;
6072 // this is the location of the light in view space
6073 vec3_t viewlightorigin;
6074 // this transforms from view space (camera) to light space (cubemap)
6075 matrix4x4_t viewtolight;
6076 matrix4x4_t lighttoview;
6077 float viewtolight16f[16];
6078 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6080 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6081 if (rtlight->currentcubemap != r_texture_whitecube)
6082 permutation |= SHADERPERMUTATION_CUBEFILTER;
6083 if (diffusescale > 0)
6084 permutation |= SHADERPERMUTATION_DIFFUSE;
6085 if (specularscale > 0)
6087 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6088 if (r_shadow_glossexact.integer)
6089 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6091 if (r_shadow_usingshadowmap2d)
6093 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6094 if (r_shadow_shadowmapvsdct)
6095 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6097 if (r_shadow_shadowmapsampler)
6098 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6099 if (r_shadow_shadowmappcf > 1)
6100 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6101 else if (r_shadow_shadowmappcf)
6102 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6104 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6105 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6106 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6107 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6108 switch(vid.renderpath)
6110 case RENDERPATH_D3D9:
6112 R_SetupShader_SetPermutationHLSL(mode, permutation);
6113 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6114 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6115 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6116 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6117 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6118 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6119 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6120 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6121 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6122 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6124 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6125 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6126 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6127 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6128 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6129 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6132 case RENDERPATH_D3D10:
6133 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6135 case RENDERPATH_D3D11:
6136 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6138 case RENDERPATH_GL20:
6139 R_SetupShader_SetPermutationGLSL(mode, permutation);
6140 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6141 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6142 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6143 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6144 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6145 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6146 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6147 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6148 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6149 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6151 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6152 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6153 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6154 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6155 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6156 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6158 case RENDERPATH_CGGL:
6160 R_SetupShader_SetPermutationCG(mode, permutation);
6161 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6162 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6163 if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR
6164 if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR
6165 if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
6166 if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
6167 if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
6168 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6169 if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6170 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6172 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6173 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6174 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6175 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6176 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6177 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6180 case RENDERPATH_GL13:
6181 case RENDERPATH_GL11:
6186 #define SKINFRAME_HASH 1024
6190 int loadsequence; // incremented each level change
6191 memexpandablearray_t array;
6192 skinframe_t *hash[SKINFRAME_HASH];
6195 r_skinframe_t r_skinframe;
6197 void R_SkinFrame_PrepareForPurge(void)
6199 r_skinframe.loadsequence++;
6200 // wrap it without hitting zero
6201 if (r_skinframe.loadsequence >= 200)
6202 r_skinframe.loadsequence = 1;
6205 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6209 // mark the skinframe as used for the purging code
6210 skinframe->loadsequence = r_skinframe.loadsequence;
6213 void R_SkinFrame_Purge(void)
6217 for (i = 0;i < SKINFRAME_HASH;i++)
6219 for (s = r_skinframe.hash[i];s;s = s->next)
6221 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6223 if (s->merged == s->base)
6225 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6226 R_PurgeTexture(s->stain );s->stain = NULL;
6227 R_PurgeTexture(s->merged);s->merged = NULL;
6228 R_PurgeTexture(s->base );s->base = NULL;
6229 R_PurgeTexture(s->pants );s->pants = NULL;
6230 R_PurgeTexture(s->shirt );s->shirt = NULL;
6231 R_PurgeTexture(s->nmap );s->nmap = NULL;
6232 R_PurgeTexture(s->gloss );s->gloss = NULL;
6233 R_PurgeTexture(s->glow );s->glow = NULL;
6234 R_PurgeTexture(s->fog );s->fog = NULL;
6235 R_PurgeTexture(s->reflect);s->reflect = NULL;
6236 s->loadsequence = 0;
6242 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6244 char basename[MAX_QPATH];
6246 Image_StripImageExtension(name, basename, sizeof(basename));
6248 if( last == NULL ) {
6250 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6251 item = r_skinframe.hash[hashindex];
6256 // linearly search through the hash bucket
6257 for( ; item ; item = item->next ) {
6258 if( !strcmp( item->basename, basename ) ) {
6265 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6269 char basename[MAX_QPATH];
6271 Image_StripImageExtension(name, basename, sizeof(basename));
6273 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6274 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6275 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6279 rtexture_t *dyntexture;
6280 // check whether its a dynamic texture
6281 dyntexture = CL_GetDynTexture( basename );
6282 if (!add && !dyntexture)
6284 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6285 memset(item, 0, sizeof(*item));
6286 strlcpy(item->basename, basename, sizeof(item->basename));
6287 item->base = dyntexture; // either NULL or dyntexture handle
6288 item->textureflags = textureflags;
6289 item->comparewidth = comparewidth;
6290 item->compareheight = compareheight;
6291 item->comparecrc = comparecrc;
6292 item->next = r_skinframe.hash[hashindex];
6293 r_skinframe.hash[hashindex] = item;
6295 else if( item->base == NULL )
6297 rtexture_t *dyntexture;
6298 // check whether its a dynamic texture
6299 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
6300 dyntexture = CL_GetDynTexture( basename );
6301 item->base = dyntexture; // either NULL or dyntexture handle
6304 R_SkinFrame_MarkUsed(item);
6308 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6310 unsigned long long avgcolor[5], wsum; \
6318 for(pix = 0; pix < cnt; ++pix) \
6321 for(comp = 0; comp < 3; ++comp) \
6323 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6326 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6328 for(comp = 0; comp < 3; ++comp) \
6329 avgcolor[comp] += getpixel * w; \
6332 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6333 avgcolor[4] += getpixel; \
6335 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6337 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6338 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6339 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6340 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6343 extern cvar_t gl_picmip;
6344 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6347 unsigned char *pixels;
6348 unsigned char *bumppixels;
6349 unsigned char *basepixels = NULL;
6350 int basepixels_width = 0;
6351 int basepixels_height = 0;
6352 skinframe_t *skinframe;
6353 rtexture_t *ddsbase = NULL;
6354 qboolean ddshasalpha = false;
6355 float ddsavgcolor[4];
6356 char basename[MAX_QPATH];
6357 int miplevel = R_PicmipForFlags(textureflags);
6358 int savemiplevel = miplevel;
6361 if (cls.state == ca_dedicated)
6364 // return an existing skinframe if already loaded
6365 // if loading of the first image fails, don't make a new skinframe as it
6366 // would cause all future lookups of this to be missing
6367 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6368 if (skinframe && skinframe->base)
6371 Image_StripImageExtension(name, basename, sizeof(basename));
6373 // check for DDS texture file first
6374 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6376 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6377 if (basepixels == NULL)
6381 // FIXME handle miplevel
6383 if (developer_loading.integer)
6384 Con_Printf("loading skin \"%s\"\n", name);
6386 // we've got some pixels to store, so really allocate this new texture now
6388 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6389 skinframe->stain = NULL;
6390 skinframe->merged = NULL;
6391 skinframe->base = NULL;
6392 skinframe->pants = NULL;
6393 skinframe->shirt = NULL;
6394 skinframe->nmap = NULL;
6395 skinframe->gloss = NULL;
6396 skinframe->glow = NULL;
6397 skinframe->fog = NULL;
6398 skinframe->reflect = NULL;
6399 skinframe->hasalpha = false;
6403 skinframe->base = ddsbase;
6404 skinframe->hasalpha = ddshasalpha;
6405 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6406 if (r_loadfog && skinframe->hasalpha)
6407 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6408 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6412 basepixels_width = image_width;
6413 basepixels_height = image_height;
6414 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6415 if (textureflags & TEXF_ALPHA)
6417 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6419 if (basepixels[j] < 255)
6421 skinframe->hasalpha = true;
6425 if (r_loadfog && skinframe->hasalpha)
6427 // has transparent pixels
6428 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6429 for (j = 0;j < image_width * image_height * 4;j += 4)
6434 pixels[j+3] = basepixels[j+3];
6436 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6440 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6441 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6443 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6444 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6445 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6450 mymiplevel = savemiplevel;
6451 if (r_loadnormalmap)
6452 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6453 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6455 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6456 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6457 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6458 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6461 // _norm is the name used by tenebrae and has been adopted as standard
6462 if (r_loadnormalmap && skinframe->nmap == NULL)
6464 mymiplevel = savemiplevel;
6465 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6467 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6471 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6473 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6474 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6475 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6477 Mem_Free(bumppixels);
6479 else if (r_shadow_bumpscale_basetexture.value > 0)
6481 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6482 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6483 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6486 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6487 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6490 // _luma is supported only for tenebrae compatibility
6491 // _glow is the preferred name
6492 mymiplevel = savemiplevel;
6493 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6495 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6496 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6497 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6498 Mem_Free(pixels);pixels = NULL;
6501 mymiplevel = savemiplevel;
6502 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6504 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6505 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6506 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6511 mymiplevel = savemiplevel;
6512 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6514 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6515 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6516 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6521 mymiplevel = savemiplevel;
6522 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6524 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6525 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6526 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6531 mymiplevel = savemiplevel;
6532 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6534 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6535 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6536 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6542 Mem_Free(basepixels);
6547 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6548 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6551 unsigned char *temp1, *temp2;
6552 skinframe_t *skinframe;
6554 if (cls.state == ca_dedicated)
6557 // if already loaded just return it, otherwise make a new skinframe
6558 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6559 if (skinframe && skinframe->base)
6562 skinframe->stain = NULL;
6563 skinframe->merged = NULL;
6564 skinframe->base = NULL;
6565 skinframe->pants = NULL;
6566 skinframe->shirt = NULL;
6567 skinframe->nmap = NULL;
6568 skinframe->gloss = NULL;
6569 skinframe->glow = NULL;
6570 skinframe->fog = NULL;
6571 skinframe->reflect = NULL;
6572 skinframe->hasalpha = false;
6574 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6578 if (developer_loading.integer)
6579 Con_Printf("loading 32bit skin \"%s\"\n", name);
6581 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6583 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6584 temp2 = temp1 + width * height * 4;
6585 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6586 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6589 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6590 if (textureflags & TEXF_ALPHA)
6592 for (i = 3;i < width * height * 4;i += 4)
6594 if (skindata[i] < 255)
6596 skinframe->hasalpha = true;
6600 if (r_loadfog && skinframe->hasalpha)
6602 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6603 memcpy(fogpixels, skindata, width * height * 4);
6604 for (i = 0;i < width * height * 4;i += 4)
6605 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6606 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6607 Mem_Free(fogpixels);
6611 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6612 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6617 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6621 skinframe_t *skinframe;
6623 if (cls.state == ca_dedicated)
6626 // if already loaded just return it, otherwise make a new skinframe
6627 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6628 if (skinframe && skinframe->base)
6631 skinframe->stain = NULL;
6632 skinframe->merged = NULL;
6633 skinframe->base = NULL;
6634 skinframe->pants = NULL;
6635 skinframe->shirt = NULL;
6636 skinframe->nmap = NULL;
6637 skinframe->gloss = NULL;
6638 skinframe->glow = NULL;
6639 skinframe->fog = NULL;
6640 skinframe->reflect = NULL;
6641 skinframe->hasalpha = false;
6643 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6647 if (developer_loading.integer)
6648 Con_Printf("loading quake skin \"%s\"\n", name);
6650 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
6651 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6652 memcpy(skinframe->qpixels, skindata, width*height);
6653 skinframe->qwidth = width;
6654 skinframe->qheight = height;
6657 for (i = 0;i < width * height;i++)
6658 featuresmask |= palette_featureflags[skindata[i]];
6660 skinframe->hasalpha = false;
6661 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6662 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6663 skinframe->qgeneratemerged = true;
6664 skinframe->qgeneratebase = skinframe->qhascolormapping;
6665 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6667 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6668 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6673 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6677 unsigned char *skindata;
6679 if (!skinframe->qpixels)
6682 if (!skinframe->qhascolormapping)
6683 colormapped = false;
6687 if (!skinframe->qgeneratebase)
6692 if (!skinframe->qgeneratemerged)
6696 width = skinframe->qwidth;
6697 height = skinframe->qheight;
6698 skindata = skinframe->qpixels;
6700 if (skinframe->qgeneratenmap)
6702 unsigned char *temp1, *temp2;
6703 skinframe->qgeneratenmap = false;
6704 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6705 temp2 = temp1 + width * height * 4;
6706 // use either a custom palette or the quake palette
6707 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6708 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6709 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6713 if (skinframe->qgenerateglow)
6715 skinframe->qgenerateglow = false;
6716 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6721 skinframe->qgeneratebase = false;
6722 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6723 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6724 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6728 skinframe->qgeneratemerged = false;
6729 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6732 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6734 Mem_Free(skinframe->qpixels);
6735 skinframe->qpixels = NULL;
6739 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
6742 skinframe_t *skinframe;
6744 if (cls.state == ca_dedicated)
6747 // if already loaded just return it, otherwise make a new skinframe
6748 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6749 if (skinframe && skinframe->base)
6752 skinframe->stain = NULL;
6753 skinframe->merged = NULL;
6754 skinframe->base = NULL;
6755 skinframe->pants = NULL;
6756 skinframe->shirt = NULL;
6757 skinframe->nmap = NULL;
6758 skinframe->gloss = NULL;
6759 skinframe->glow = NULL;
6760 skinframe->fog = NULL;
6761 skinframe->reflect = NULL;
6762 skinframe->hasalpha = false;
6764 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6768 if (developer_loading.integer)
6769 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6771 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6772 if (textureflags & TEXF_ALPHA)
6774 for (i = 0;i < width * height;i++)
6776 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6778 skinframe->hasalpha = true;
6782 if (r_loadfog && skinframe->hasalpha)
6783 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6786 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6787 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6792 skinframe_t *R_SkinFrame_LoadMissing(void)
6794 skinframe_t *skinframe;
6796 if (cls.state == ca_dedicated)
6799 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6800 skinframe->stain = NULL;
6801 skinframe->merged = NULL;
6802 skinframe->base = NULL;
6803 skinframe->pants = NULL;
6804 skinframe->shirt = NULL;
6805 skinframe->nmap = NULL;
6806 skinframe->gloss = NULL;
6807 skinframe->glow = NULL;
6808 skinframe->fog = NULL;
6809 skinframe->reflect = NULL;
6810 skinframe->hasalpha = false;
6812 skinframe->avgcolor[0] = rand() / RAND_MAX;
6813 skinframe->avgcolor[1] = rand() / RAND_MAX;
6814 skinframe->avgcolor[2] = rand() / RAND_MAX;
6815 skinframe->avgcolor[3] = 1;
6820 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6821 typedef struct suffixinfo_s
6824 qboolean flipx, flipy, flipdiagonal;
6827 static suffixinfo_t suffix[3][6] =
6830 {"px", false, false, false},
6831 {"nx", false, false, false},
6832 {"py", false, false, false},
6833 {"ny", false, false, false},
6834 {"pz", false, false, false},
6835 {"nz", false, false, false}
6838 {"posx", false, false, false},
6839 {"negx", false, false, false},
6840 {"posy", false, false, false},
6841 {"negy", false, false, false},
6842 {"posz", false, false, false},
6843 {"negz", false, false, false}
6846 {"rt", true, false, true},
6847 {"lf", false, true, true},
6848 {"ft", true, true, false},
6849 {"bk", false, false, false},
6850 {"up", true, false, true},
6851 {"dn", true, false, true}
6855 static int componentorder[4] = {0, 1, 2, 3};
6857 rtexture_t *R_LoadCubemap(const char *basename)
6859 int i, j, cubemapsize;
6860 unsigned char *cubemappixels, *image_buffer;
6861 rtexture_t *cubemaptexture;
6863 // must start 0 so the first loadimagepixels has no requested width/height
6865 cubemappixels = NULL;
6866 cubemaptexture = NULL;
6867 // keep trying different suffix groups (posx, px, rt) until one loads
6868 for (j = 0;j < 3 && !cubemappixels;j++)
6870 // load the 6 images in the suffix group
6871 for (i = 0;i < 6;i++)
6873 // generate an image name based on the base and and suffix
6874 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6876 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6878 // an image loaded, make sure width and height are equal
6879 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6881 // if this is the first image to load successfully, allocate the cubemap memory
6882 if (!cubemappixels && image_width >= 1)
6884 cubemapsize = image_width;
6885 // note this clears to black, so unavailable sides are black
6886 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6888 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6890 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6893 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6895 Mem_Free(image_buffer);
6899 // if a cubemap loaded, upload it
6902 if (developer_loading.integer)
6903 Con_Printf("loading cubemap \"%s\"\n", basename);
6905 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6906 Mem_Free(cubemappixels);
6910 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6911 if (developer_loading.integer)
6913 Con_Printf("(tried tried images ");
6914 for (j = 0;j < 3;j++)
6915 for (i = 0;i < 6;i++)
6916 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6917 Con_Print(" and was unable to find any of them).\n");
6920 return cubemaptexture;
6923 rtexture_t *R_GetCubemap(const char *basename)
6926 for (i = 0;i < r_texture_numcubemaps;i++)
6927 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6928 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6929 if (i >= MAX_CUBEMAPS)
6930 return r_texture_whitecube;
6931 r_texture_numcubemaps++;
6932 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6933 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6934 return r_texture_cubemaps[i].texture;
6937 void R_FreeCubemaps(void)
6940 for (i = 0;i < r_texture_numcubemaps;i++)
6942 if (developer_loading.integer)
6943 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6944 if (r_texture_cubemaps[i].texture)
6945 R_FreeTexture(r_texture_cubemaps[i].texture);
6947 r_texture_numcubemaps = 0;
6950 void R_Main_FreeViewCache(void)
6952 if (r_refdef.viewcache.entityvisible)
6953 Mem_Free(r_refdef.viewcache.entityvisible);
6954 if (r_refdef.viewcache.world_pvsbits)
6955 Mem_Free(r_refdef.viewcache.world_pvsbits);
6956 if (r_refdef.viewcache.world_leafvisible)
6957 Mem_Free(r_refdef.viewcache.world_leafvisible);
6958 if (r_refdef.viewcache.world_surfacevisible)
6959 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6960 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6963 void R_Main_ResizeViewCache(void)
6965 int numentities = r_refdef.scene.numentities;
6966 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6967 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6968 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6969 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6970 if (r_refdef.viewcache.maxentities < numentities)
6972 r_refdef.viewcache.maxentities = numentities;
6973 if (r_refdef.viewcache.entityvisible)
6974 Mem_Free(r_refdef.viewcache.entityvisible);
6975 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6977 if (r_refdef.viewcache.world_numclusters != numclusters)
6979 r_refdef.viewcache.world_numclusters = numclusters;
6980 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6981 if (r_refdef.viewcache.world_pvsbits)
6982 Mem_Free(r_refdef.viewcache.world_pvsbits);
6983 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6985 if (r_refdef.viewcache.world_numleafs != numleafs)
6987 r_refdef.viewcache.world_numleafs = numleafs;
6988 if (r_refdef.viewcache.world_leafvisible)
6989 Mem_Free(r_refdef.viewcache.world_leafvisible);
6990 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6992 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6994 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6995 if (r_refdef.viewcache.world_surfacevisible)
6996 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6997 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7001 extern rtexture_t *loadingscreentexture;
7002 void gl_main_start(void)
7004 loadingscreentexture = NULL;
7005 r_texture_blanknormalmap = NULL;
7006 r_texture_white = NULL;
7007 r_texture_grey128 = NULL;
7008 r_texture_black = NULL;
7009 r_texture_whitecube = NULL;
7010 r_texture_normalizationcube = NULL;
7011 r_texture_fogattenuation = NULL;
7012 r_texture_fogheighttexture = NULL;
7013 r_texture_gammaramps = NULL;
7014 r_texture_numcubemaps = 0;
7016 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7017 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7019 switch(vid.renderpath)
7021 case RENDERPATH_GL20:
7022 case RENDERPATH_CGGL:
7023 case RENDERPATH_D3D9:
7024 case RENDERPATH_D3D10:
7025 case RENDERPATH_D3D11:
7026 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7027 Cvar_SetValueQuick(&gl_combine, 1);
7028 Cvar_SetValueQuick(&r_glsl, 1);
7029 r_loadnormalmap = true;
7033 case RENDERPATH_GL13:
7034 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7035 Cvar_SetValueQuick(&gl_combine, 1);
7036 Cvar_SetValueQuick(&r_glsl, 0);
7037 r_loadnormalmap = false;
7038 r_loadgloss = false;
7041 case RENDERPATH_GL11:
7042 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7043 Cvar_SetValueQuick(&gl_combine, 0);
7044 Cvar_SetValueQuick(&r_glsl, 0);
7045 r_loadnormalmap = false;
7046 r_loadgloss = false;
7052 R_FrameData_Reset();
7056 memset(r_queries, 0, sizeof(r_queries));
7058 r_qwskincache = NULL;
7059 r_qwskincache_size = 0;
7061 // set up r_skinframe loading system for textures
7062 memset(&r_skinframe, 0, sizeof(r_skinframe));
7063 r_skinframe.loadsequence = 1;
7064 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7066 r_main_texturepool = R_AllocTexturePool();
7067 R_BuildBlankTextures();
7069 if (vid.support.arb_texture_cube_map)
7072 R_BuildNormalizationCube();
7074 r_texture_fogattenuation = NULL;
7075 r_texture_fogheighttexture = NULL;
7076 r_texture_gammaramps = NULL;
7077 //r_texture_fogintensity = NULL;
7078 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7079 memset(&r_waterstate, 0, sizeof(r_waterstate));
7080 r_glsl_permutation = NULL;
7081 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7082 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7083 glslshaderstring = NULL;
7085 r_cg_permutation = NULL;
7086 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7087 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7088 cgshaderstring = NULL;
7091 r_hlsl_permutation = NULL;
7092 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7093 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7094 hlslshaderstring = NULL;
7096 memset(&r_svbsp, 0, sizeof (r_svbsp));
7098 r_refdef.fogmasktable_density = 0;
7101 void gl_main_shutdown(void)
7104 R_FrameData_Reset();
7106 R_Main_FreeViewCache();
7108 switch(vid.renderpath)
7110 case RENDERPATH_GL11:
7111 case RENDERPATH_GL13:
7112 case RENDERPATH_GL20:
7113 case RENDERPATH_CGGL:
7115 qglDeleteQueriesARB(r_maxqueries, r_queries);
7117 case RENDERPATH_D3D9:
7118 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7120 case RENDERPATH_D3D10:
7121 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7123 case RENDERPATH_D3D11:
7124 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7130 memset(r_queries, 0, sizeof(r_queries));
7132 r_qwskincache = NULL;
7133 r_qwskincache_size = 0;
7135 // clear out the r_skinframe state
7136 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7137 memset(&r_skinframe, 0, sizeof(r_skinframe));
7140 Mem_Free(r_svbsp.nodes);
7141 memset(&r_svbsp, 0, sizeof (r_svbsp));
7142 R_FreeTexturePool(&r_main_texturepool);
7143 loadingscreentexture = NULL;
7144 r_texture_blanknormalmap = NULL;
7145 r_texture_white = NULL;
7146 r_texture_grey128 = NULL;
7147 r_texture_black = NULL;
7148 r_texture_whitecube = NULL;
7149 r_texture_normalizationcube = NULL;
7150 r_texture_fogattenuation = NULL;
7151 r_texture_fogheighttexture = NULL;
7152 r_texture_gammaramps = NULL;
7153 r_texture_numcubemaps = 0;
7154 //r_texture_fogintensity = NULL;
7155 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7156 memset(&r_waterstate, 0, sizeof(r_waterstate));
7160 extern void CL_ParseEntityLump(char *entitystring);
7161 void gl_main_newmap(void)
7163 // FIXME: move this code to client
7164 char *entities, entname[MAX_QPATH];
7166 Mem_Free(r_qwskincache);
7167 r_qwskincache = NULL;
7168 r_qwskincache_size = 0;
7171 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7172 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7174 CL_ParseEntityLump(entities);
7178 if (cl.worldmodel->brush.entities)
7179 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7181 R_Main_FreeViewCache();
7183 R_FrameData_Reset();
7186 void GL_Main_Init(void)
7188 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7190 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7191 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7192 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7193 if (gamemode == GAME_NEHAHRA)
7195 Cvar_RegisterVariable (&gl_fogenable);
7196 Cvar_RegisterVariable (&gl_fogdensity);
7197 Cvar_RegisterVariable (&gl_fogred);
7198 Cvar_RegisterVariable (&gl_foggreen);
7199 Cvar_RegisterVariable (&gl_fogblue);
7200 Cvar_RegisterVariable (&gl_fogstart);
7201 Cvar_RegisterVariable (&gl_fogend);
7202 Cvar_RegisterVariable (&gl_skyclip);
7204 Cvar_RegisterVariable(&r_motionblur);
7205 Cvar_RegisterVariable(&r_motionblur_maxblur);
7206 Cvar_RegisterVariable(&r_motionblur_bmin);
7207 Cvar_RegisterVariable(&r_motionblur_vmin);
7208 Cvar_RegisterVariable(&r_motionblur_vmax);
7209 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7210 Cvar_RegisterVariable(&r_motionblur_randomize);
7211 Cvar_RegisterVariable(&r_damageblur);
7212 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7213 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7214 Cvar_RegisterVariable(&r_equalize_entities_by);
7215 Cvar_RegisterVariable(&r_equalize_entities_to);
7216 Cvar_RegisterVariable(&r_depthfirst);
7217 Cvar_RegisterVariable(&r_useinfinitefarclip);
7218 Cvar_RegisterVariable(&r_farclip_base);
7219 Cvar_RegisterVariable(&r_farclip_world);
7220 Cvar_RegisterVariable(&r_nearclip);
7221 Cvar_RegisterVariable(&r_showbboxes);
7222 Cvar_RegisterVariable(&r_showsurfaces);
7223 Cvar_RegisterVariable(&r_showtris);
7224 Cvar_RegisterVariable(&r_shownormals);
7225 Cvar_RegisterVariable(&r_showlighting);
7226 Cvar_RegisterVariable(&r_showshadowvolumes);
7227 Cvar_RegisterVariable(&r_showcollisionbrushes);
7228 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7229 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7230 Cvar_RegisterVariable(&r_showdisabledepthtest);
7231 Cvar_RegisterVariable(&r_drawportals);
7232 Cvar_RegisterVariable(&r_drawentities);
7233 Cvar_RegisterVariable(&r_draw2d);
7234 Cvar_RegisterVariable(&r_drawworld);
7235 Cvar_RegisterVariable(&r_cullentities_trace);
7236 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7237 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7238 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7239 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7240 Cvar_RegisterVariable(&r_drawviewmodel);
7241 Cvar_RegisterVariable(&r_drawexteriormodel);
7242 Cvar_RegisterVariable(&r_speeds);
7243 Cvar_RegisterVariable(&r_fullbrights);
7244 Cvar_RegisterVariable(&r_wateralpha);
7245 Cvar_RegisterVariable(&r_dynamic);
7246 Cvar_RegisterVariable(&r_fakelight);
7247 Cvar_RegisterVariable(&r_fakelight_intensity);
7248 Cvar_RegisterVariable(&r_fullbright);
7249 Cvar_RegisterVariable(&r_shadows);
7250 Cvar_RegisterVariable(&r_shadows_darken);
7251 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7252 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7253 Cvar_RegisterVariable(&r_shadows_throwdistance);
7254 Cvar_RegisterVariable(&r_shadows_throwdirection);
7255 Cvar_RegisterVariable(&r_shadows_focus);
7256 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7257 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7258 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7259 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7260 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7261 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7262 Cvar_RegisterVariable(&r_fog_exp2);
7263 Cvar_RegisterVariable(&r_drawfog);
7264 Cvar_RegisterVariable(&r_transparentdepthmasking);
7265 Cvar_RegisterVariable(&r_texture_dds_load);
7266 Cvar_RegisterVariable(&r_texture_dds_save);
7267 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7268 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7269 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7270 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7271 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7272 Cvar_RegisterVariable(&r_textureunits);
7273 Cvar_RegisterVariable(&gl_combine);
7274 Cvar_RegisterVariable(&r_glsl);
7275 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7276 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7277 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7278 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7279 Cvar_RegisterVariable(&r_glsl_postprocess);
7280 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7281 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7282 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7283 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7284 Cvar_RegisterVariable(&r_water);
7285 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7286 Cvar_RegisterVariable(&r_water_clippingplanebias);
7287 Cvar_RegisterVariable(&r_water_refractdistort);
7288 Cvar_RegisterVariable(&r_water_reflectdistort);
7289 Cvar_RegisterVariable(&r_water_scissormode);
7290 Cvar_RegisterVariable(&r_lerpsprites);
7291 Cvar_RegisterVariable(&r_lerpmodels);
7292 Cvar_RegisterVariable(&r_lerplightstyles);
7293 Cvar_RegisterVariable(&r_waterscroll);
7294 Cvar_RegisterVariable(&r_bloom);
7295 Cvar_RegisterVariable(&r_bloom_colorscale);
7296 Cvar_RegisterVariable(&r_bloom_brighten);
7297 Cvar_RegisterVariable(&r_bloom_blur);
7298 Cvar_RegisterVariable(&r_bloom_resolution);
7299 Cvar_RegisterVariable(&r_bloom_colorexponent);
7300 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7301 Cvar_RegisterVariable(&r_hdr);
7302 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7303 Cvar_RegisterVariable(&r_hdr_glowintensity);
7304 Cvar_RegisterVariable(&r_hdr_range);
7305 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7306 Cvar_RegisterVariable(&developer_texturelogging);
7307 Cvar_RegisterVariable(&gl_lightmaps);
7308 Cvar_RegisterVariable(&r_test);
7309 Cvar_RegisterVariable(&r_glsl_saturation);
7310 Cvar_RegisterVariable(&r_framedatasize);
7311 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7312 Cvar_SetValue("r_fullbrights", 0);
7313 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7315 Cvar_RegisterVariable(&r_track_sprites);
7316 Cvar_RegisterVariable(&r_track_sprites_flags);
7317 Cvar_RegisterVariable(&r_track_sprites_scalew);
7318 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7319 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7320 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7323 extern void R_Textures_Init(void);
7324 extern void GL_Draw_Init(void);
7325 extern void GL_Main_Init(void);
7326 extern void R_Shadow_Init(void);
7327 extern void R_Sky_Init(void);
7328 extern void GL_Surf_Init(void);
7329 extern void R_Particles_Init(void);
7330 extern void R_Explosion_Init(void);
7331 extern void gl_backend_init(void);
7332 extern void Sbar_Init(void);
7333 extern void R_LightningBeams_Init(void);
7334 extern void Mod_RenderInit(void);
7335 extern void Font_Init(void);
7337 void Render_Init(void)
7350 R_LightningBeams_Init();
7359 extern char *ENGINE_EXTENSIONS;
7362 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7363 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7364 gl_version = (const char *)qglGetString(GL_VERSION);
7365 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7369 if (!gl_platformextensions)
7370 gl_platformextensions = "";
7372 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7373 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7374 Con_Printf("GL_VERSION: %s\n", gl_version);
7375 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7376 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7378 VID_CheckExtensions();
7380 // LordHavoc: report supported extensions
7381 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7383 // clear to black (loading plaque will be seen over this)
7384 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7387 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7391 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7393 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7396 p = r_refdef.view.frustum + i;
7401 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7405 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7409 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7413 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7417 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7421 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7425 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7429 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7437 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7441 for (i = 0;i < numplanes;i++)
7448 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7452 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7456 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7460 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7464 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7468 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7472 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7476 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7484 //==================================================================================
7486 // LordHavoc: this stores temporary data used within the same frame
7488 qboolean r_framedata_failed;
7489 static size_t r_framedata_size;
7490 static size_t r_framedata_current;
7491 static void *r_framedata_base;
7493 void R_FrameData_Reset(void)
7495 if (r_framedata_base)
7496 Mem_Free(r_framedata_base);
7497 r_framedata_base = NULL;
7498 r_framedata_size = 0;
7499 r_framedata_current = 0;
7500 r_framedata_failed = false;
7503 void R_FrameData_NewFrame(void)
7506 if (r_framedata_failed)
7507 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7508 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7509 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7510 if (r_framedata_size != wantedsize)
7512 r_framedata_size = wantedsize;
7513 if (r_framedata_base)
7514 Mem_Free(r_framedata_base);
7515 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7517 r_framedata_current = 0;
7518 r_framedata_failed = false;
7521 void *R_FrameData_Alloc(size_t size)
7525 // align to 16 byte boundary
7526 size = (size + 15) & ~15;
7527 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7528 r_framedata_current += size;
7531 if (r_framedata_current > r_framedata_size)
7532 r_framedata_failed = true;
7534 // return NULL on everything after a failure
7535 if (r_framedata_failed)
7541 void *R_FrameData_Store(size_t size, void *data)
7543 void *d = R_FrameData_Alloc(size);
7545 memcpy(d, data, size);
7549 //==================================================================================
7551 // LordHavoc: animcache originally written by Echon, rewritten since then
7554 * Animation cache prevents re-generating mesh data for an animated model
7555 * multiple times in one frame for lighting, shadowing, reflections, etc.
7558 void R_AnimCache_Free(void)
7562 void R_AnimCache_ClearCache(void)
7565 entity_render_t *ent;
7567 for (i = 0;i < r_refdef.scene.numentities;i++)
7569 ent = r_refdef.scene.entities[i];
7570 ent->animcache_vertex3f = NULL;
7571 ent->animcache_normal3f = NULL;
7572 ent->animcache_svector3f = NULL;
7573 ent->animcache_tvector3f = NULL;
7574 ent->animcache_vertexposition = NULL;
7575 ent->animcache_vertexmesh = NULL;
7576 ent->animcache_vertexpositionbuffer = NULL;
7577 ent->animcache_vertexmeshbuffer = NULL;
7581 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7585 // identical memory layout, so no need to allocate...
7586 // this also provides the vertexposition structure to everything, e.g.
7587 // depth masked rendering currently uses it even if having separate
7589 // NOTE: get rid of this optimization if changing it to e.g. 4f
7590 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7593 // get rid of following uses of VERTEXPOSITION, change to the array:
7594 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7595 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7596 // R_DrawTextureSurfaceList_DepthOnly
7597 // R_Q1BSP_DrawShadowMap
7599 switch(vid.renderpath)
7601 case RENDERPATH_GL20:
7602 case RENDERPATH_CGGL:
7603 // need the meshbuffers if !gl_mesh_separatearrays.integer
7604 if (gl_mesh_separatearrays.integer)
7607 case RENDERPATH_D3D9:
7608 case RENDERPATH_D3D10:
7609 case RENDERPATH_D3D11:
7610 // always need the meshbuffers
7612 case RENDERPATH_GL13:
7613 case RENDERPATH_GL11:
7614 // never need the meshbuffers
7618 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7619 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7621 if (!ent->animcache_vertexposition)
7622 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7624 if (ent->animcache_vertexposition)
7627 for (i = 0;i < numvertices;i++)
7628 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7630 // TODO: upload vertex buffer?
7632 if (ent->animcache_vertexmesh)
7634 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7635 for (i = 0;i < numvertices;i++)
7636 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7637 if (ent->animcache_svector3f)
7638 for (i = 0;i < numvertices;i++)
7639 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7640 if (ent->animcache_tvector3f)
7641 for (i = 0;i < numvertices;i++)
7642 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7643 if (ent->animcache_normal3f)
7644 for (i = 0;i < numvertices;i++)
7645 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7646 // TODO: upload vertex buffer?
7650 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7652 dp_model_t *model = ent->model;
7654 // see if it's already cached this frame
7655 if (ent->animcache_vertex3f)
7657 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7658 if (wantnormals || wanttangents)
7660 if (ent->animcache_normal3f)
7661 wantnormals = false;
7662 if (ent->animcache_svector3f)
7663 wanttangents = false;
7664 if (wantnormals || wanttangents)
7666 numvertices = model->surfmesh.num_vertices;
7668 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7671 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7672 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7674 if (!r_framedata_failed)
7676 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7677 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7684 // see if this ent is worth caching
7685 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7687 // get some memory for this entity and generate mesh data
7688 numvertices = model->surfmesh.num_vertices;
7689 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7691 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7694 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7695 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7697 if (!r_framedata_failed)
7699 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7700 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7703 return !r_framedata_failed;
7706 void R_AnimCache_CacheVisibleEntities(void)
7709 qboolean wantnormals = true;
7710 qboolean wanttangents = !r_showsurfaces.integer;
7712 switch(vid.renderpath)
7714 case RENDERPATH_GL20:
7715 case RENDERPATH_CGGL:
7716 case RENDERPATH_D3D9:
7717 case RENDERPATH_D3D10:
7718 case RENDERPATH_D3D11:
7720 case RENDERPATH_GL13:
7721 case RENDERPATH_GL11:
7722 wanttangents = false;
7726 if (r_shownormals.integer)
7727 wanttangents = wantnormals = true;
7729 // TODO: thread this
7730 // NOTE: R_PrepareRTLights() also caches entities
7732 for (i = 0;i < r_refdef.scene.numentities;i++)
7733 if (r_refdef.viewcache.entityvisible[i])
7734 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7737 //==================================================================================
7739 static void R_View_UpdateEntityLighting (void)
7742 entity_render_t *ent;
7743 vec3_t tempdiffusenormal, avg;
7744 vec_t f, fa, fd, fdd;
7745 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7747 for (i = 0;i < r_refdef.scene.numentities;i++)
7749 ent = r_refdef.scene.entities[i];
7751 // skip unseen models
7752 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7756 if (ent->model && ent->model->brush.num_leafs)
7758 // TODO: use modellight for r_ambient settings on world?
7759 VectorSet(ent->modellight_ambient, 0, 0, 0);
7760 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7761 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7765 // fetch the lighting from the worldmodel data
7766 VectorClear(ent->modellight_ambient);
7767 VectorClear(ent->modellight_diffuse);
7768 VectorClear(tempdiffusenormal);
7769 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7772 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7773 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7774 if(ent->flags & RENDER_EQUALIZE)
7776 // first fix up ambient lighting...
7777 if(r_equalize_entities_minambient.value > 0)
7779 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7782 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7783 if(fa < r_equalize_entities_minambient.value * fd)
7786 // fa'/fd' = minambient
7787 // fa'+0.25*fd' = fa+0.25*fd
7789 // fa' = fd' * minambient
7790 // fd'*(0.25+minambient) = fa+0.25*fd
7792 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7793 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7795 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7796 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
7797 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7798 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7803 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7805 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7806 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7809 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7810 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7811 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7817 VectorSet(ent->modellight_ambient, 1, 1, 1);
7819 // move the light direction into modelspace coordinates for lighting code
7820 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7821 if(VectorLength2(ent->modellight_lightdir) == 0)
7822 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7823 VectorNormalize(ent->modellight_lightdir);
7827 #define MAX_LINEOFSIGHTTRACES 64
7829 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7832 vec3_t boxmins, boxmaxs;
7835 dp_model_t *model = r_refdef.scene.worldmodel;
7837 if (!model || !model->brush.TraceLineOfSight)
7840 // expand the box a little
7841 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7842 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7843 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7844 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7845 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7846 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7848 // return true if eye is inside enlarged box
7849 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7853 VectorCopy(eye, start);
7854 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7855 if (model->brush.TraceLineOfSight(model, start, end))
7858 // try various random positions
7859 for (i = 0;i < numsamples;i++)
7861 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7862 if (model->brush.TraceLineOfSight(model, start, end))
7870 static void R_View_UpdateEntityVisible (void)
7875 entity_render_t *ent;
7877 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7878 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7879 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7880 : RENDER_EXTERIORMODEL;
7881 if (!r_drawviewmodel.integer)
7882 renderimask |= RENDER_VIEWMODEL;
7883 if (!r_drawexteriormodel.integer)
7884 renderimask |= RENDER_EXTERIORMODEL;
7885 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7887 // worldmodel can check visibility
7888 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7889 for (i = 0;i < r_refdef.scene.numentities;i++)
7891 ent = r_refdef.scene.entities[i];
7892 if (!(ent->flags & renderimask))
7893 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7894 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
7895 r_refdef.viewcache.entityvisible[i] = true;
7897 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7898 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7900 for (i = 0;i < r_refdef.scene.numentities;i++)
7902 ent = r_refdef.scene.entities[i];
7903 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7905 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7907 continue; // temp entities do pvs only
7908 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7909 ent->last_trace_visibility = realtime;
7910 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7911 r_refdef.viewcache.entityvisible[i] = 0;
7918 // no worldmodel or it can't check visibility
7919 for (i = 0;i < r_refdef.scene.numentities;i++)
7921 ent = r_refdef.scene.entities[i];
7922 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7927 /// only used if skyrendermasked, and normally returns false
7928 int R_DrawBrushModelsSky (void)
7931 entity_render_t *ent;
7934 for (i = 0;i < r_refdef.scene.numentities;i++)
7936 if (!r_refdef.viewcache.entityvisible[i])
7938 ent = r_refdef.scene.entities[i];
7939 if (!ent->model || !ent->model->DrawSky)
7941 ent->model->DrawSky(ent);
7947 static void R_DrawNoModel(entity_render_t *ent);
7948 static void R_DrawModels(void)
7951 entity_render_t *ent;
7953 for (i = 0;i < r_refdef.scene.numentities;i++)
7955 if (!r_refdef.viewcache.entityvisible[i])
7957 ent = r_refdef.scene.entities[i];
7958 r_refdef.stats.entities++;
7959 if (ent->model && ent->model->Draw != NULL)
7960 ent->model->Draw(ent);
7966 static void R_DrawModelsDepth(void)
7969 entity_render_t *ent;
7971 for (i = 0;i < r_refdef.scene.numentities;i++)
7973 if (!r_refdef.viewcache.entityvisible[i])
7975 ent = r_refdef.scene.entities[i];
7976 if (ent->model && ent->model->DrawDepth != NULL)
7977 ent->model->DrawDepth(ent);
7981 static void R_DrawModelsDebug(void)
7984 entity_render_t *ent;
7986 for (i = 0;i < r_refdef.scene.numentities;i++)
7988 if (!r_refdef.viewcache.entityvisible[i])
7990 ent = r_refdef.scene.entities[i];
7991 if (ent->model && ent->model->DrawDebug != NULL)
7992 ent->model->DrawDebug(ent);
7996 static void R_DrawModelsAddWaterPlanes(void)
7999 entity_render_t *ent;
8001 for (i = 0;i < r_refdef.scene.numentities;i++)
8003 if (!r_refdef.viewcache.entityvisible[i])
8005 ent = r_refdef.scene.entities[i];
8006 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8007 ent->model->DrawAddWaterPlanes(ent);
8011 static void R_View_SetFrustum(const int *scissor)
8014 double fpx, fnx, fpy, fny;
8015 vec3_t forward, left, up, origin, v;
8019 // flipped x coordinates (because x points left here)
8020 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8021 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8023 // non-flipped y coordinates
8024 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8025 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8033 // we can't trust r_refdef.view.forward and friends in reflected scenes
8034 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8037 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8038 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8039 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8040 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8041 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8042 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8043 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8044 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8045 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8046 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8047 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8048 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8052 zNear = r_refdef.nearclip;
8053 nudge = 1.0 - 1.0 / (1<<23);
8054 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8055 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8056 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8057 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8058 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8059 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8060 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8061 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8067 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8068 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8069 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8070 r_refdef.view.frustum[0].dist = m[15] - m[12];
8072 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8073 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8074 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8075 r_refdef.view.frustum[1].dist = m[15] + m[12];
8077 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8078 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8079 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8080 r_refdef.view.frustum[2].dist = m[15] - m[13];
8082 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8083 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8084 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8085 r_refdef.view.frustum[3].dist = m[15] + m[13];
8087 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8088 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8089 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8090 r_refdef.view.frustum[4].dist = m[15] - m[14];
8092 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8093 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8094 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8095 r_refdef.view.frustum[5].dist = m[15] + m[14];
8098 if (r_refdef.view.useperspective)
8100 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8101 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8102 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8103 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8104 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8106 // then the normals from the corners relative to origin
8107 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8108 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8109 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8110 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8112 // in a NORMAL view, forward cross left == up
8113 // in a REFLECTED view, forward cross left == down
8114 // so our cross products above need to be adjusted for a left handed coordinate system
8115 CrossProduct(forward, left, v);
8116 if(DotProduct(v, up) < 0)
8118 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8119 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8120 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8121 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8124 // Leaving those out was a mistake, those were in the old code, and they
8125 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8126 // I couldn't reproduce it after adding those normalizations. --blub
8127 VectorNormalize(r_refdef.view.frustum[0].normal);
8128 VectorNormalize(r_refdef.view.frustum[1].normal);
8129 VectorNormalize(r_refdef.view.frustum[2].normal);
8130 VectorNormalize(r_refdef.view.frustum[3].normal);
8132 // make the corners absolute
8133 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8134 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8135 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8136 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8139 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8141 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8142 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8143 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8144 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8145 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8149 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8150 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8151 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8152 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8153 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8154 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8155 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8156 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8157 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8158 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8160 r_refdef.view.numfrustumplanes = 5;
8162 if (r_refdef.view.useclipplane)
8164 r_refdef.view.numfrustumplanes = 6;
8165 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8168 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8169 PlaneClassify(r_refdef.view.frustum + i);
8171 // LordHavoc: note to all quake engine coders, Quake had a special case
8172 // for 90 degrees which assumed a square view (wrong), so I removed it,
8173 // Quake2 has it disabled as well.
8175 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8176 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8177 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8178 //PlaneClassify(&frustum[0]);
8180 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8181 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8182 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8183 //PlaneClassify(&frustum[1]);
8185 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8186 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8187 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8188 //PlaneClassify(&frustum[2]);
8190 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8191 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8192 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8193 //PlaneClassify(&frustum[3]);
8196 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8197 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8198 //PlaneClassify(&frustum[4]);
8201 void R_View_UpdateWithScissor(const int *myscissor)
8203 R_Main_ResizeViewCache();
8204 R_View_SetFrustum(myscissor);
8205 R_View_WorldVisibility(r_refdef.view.useclipplane);
8206 R_View_UpdateEntityVisible();
8207 R_View_UpdateEntityLighting();
8210 void R_View_Update(void)
8212 R_Main_ResizeViewCache();
8213 R_View_SetFrustum(NULL);
8214 R_View_WorldVisibility(r_refdef.view.useclipplane);
8215 R_View_UpdateEntityVisible();
8216 R_View_UpdateEntityLighting();
8219 void R_SetupView(qboolean allowwaterclippingplane)
8221 const float *customclipplane = NULL;
8223 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8225 // LordHavoc: couldn't figure out how to make this approach the
8226 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8227 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8228 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8229 dist = r_refdef.view.clipplane.dist;
8230 plane[0] = r_refdef.view.clipplane.normal[0];
8231 plane[1] = r_refdef.view.clipplane.normal[1];
8232 plane[2] = r_refdef.view.clipplane.normal[2];
8234 customclipplane = plane;
8237 if (!r_refdef.view.useperspective)
8238 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
8239 else if (vid.stencil && r_useinfinitefarclip.integer)
8240 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
8242 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
8243 R_SetViewport(&r_refdef.view.viewport);
8246 void R_EntityMatrix(const matrix4x4_t *matrix)
8248 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8250 gl_modelmatrixchanged = false;
8251 gl_modelmatrix = *matrix;
8252 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8253 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8254 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8255 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8257 switch(vid.renderpath)
8259 case RENDERPATH_D3D9:
8261 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8262 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8265 case RENDERPATH_D3D10:
8266 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8268 case RENDERPATH_D3D11:
8269 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8271 case RENDERPATH_GL20:
8272 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8273 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8274 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8276 case RENDERPATH_CGGL:
8279 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8280 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8281 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8284 case RENDERPATH_GL13:
8285 case RENDERPATH_GL11:
8286 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8292 void R_ResetViewRendering2D(void)
8294 r_viewport_t viewport;
8297 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8298 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
8299 R_SetViewport(&viewport);
8300 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8301 GL_Color(1, 1, 1, 1);
8302 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8303 GL_BlendFunc(GL_ONE, GL_ZERO);
8304 GL_AlphaTest(false);
8305 GL_ScissorTest(false);
8306 GL_DepthMask(false);
8307 GL_DepthRange(0, 1);
8308 GL_DepthTest(false);
8309 GL_DepthFunc(GL_LEQUAL);
8310 R_EntityMatrix(&identitymatrix);
8311 R_Mesh_ResetTextureState();
8312 GL_PolygonOffset(0, 0);
8313 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8314 switch(vid.renderpath)
8316 case RENDERPATH_GL11:
8317 case RENDERPATH_GL13:
8318 case RENDERPATH_GL20:
8319 case RENDERPATH_CGGL:
8320 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8322 case RENDERPATH_D3D9:
8323 case RENDERPATH_D3D10:
8324 case RENDERPATH_D3D11:
8327 GL_CullFace(GL_NONE);
8330 void R_ResetViewRendering3D(void)
8335 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8336 GL_Color(1, 1, 1, 1);
8337 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8338 GL_BlendFunc(GL_ONE, GL_ZERO);
8339 GL_AlphaTest(false);
8340 GL_ScissorTest(true);
8342 GL_DepthRange(0, 1);
8344 GL_DepthFunc(GL_LEQUAL);
8345 R_EntityMatrix(&identitymatrix);
8346 R_Mesh_ResetTextureState();
8347 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8348 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8349 switch(vid.renderpath)
8351 case RENDERPATH_GL11:
8352 case RENDERPATH_GL13:
8353 case RENDERPATH_GL20:
8354 case RENDERPATH_CGGL:
8355 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8357 case RENDERPATH_D3D9:
8358 case RENDERPATH_D3D10:
8359 case RENDERPATH_D3D11:
8362 GL_CullFace(r_refdef.view.cullface_back);
8367 R_RenderView_UpdateViewVectors
8370 static void R_RenderView_UpdateViewVectors(void)
8372 // break apart the view matrix into vectors for various purposes
8373 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8374 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8375 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8376 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8377 // make an inverted copy of the view matrix for tracking sprites
8378 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8381 void R_RenderScene(void);
8382 void R_RenderWaterPlanes(void);
8384 static void R_Water_StartFrame(void)
8387 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8388 r_waterstate_waterplane_t *p;
8390 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8393 switch(vid.renderpath)
8395 case RENDERPATH_GL20:
8396 case RENDERPATH_CGGL:
8397 case RENDERPATH_D3D9:
8398 case RENDERPATH_D3D10:
8399 case RENDERPATH_D3D11:
8401 case RENDERPATH_GL13:
8402 case RENDERPATH_GL11:
8406 // set waterwidth and waterheight to the water resolution that will be
8407 // used (often less than the screen resolution for faster rendering)
8408 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8409 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8411 // calculate desired texture sizes
8412 // can't use water if the card does not support the texture size
8413 if (!r_water.integer || r_showsurfaces.integer)
8414 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8415 else if (vid.support.arb_texture_non_power_of_two)
8417 texturewidth = waterwidth;
8418 textureheight = waterheight;
8419 camerawidth = waterwidth;
8420 cameraheight = waterheight;
8424 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8425 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8426 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8427 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8430 // allocate textures as needed
8431 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8433 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8434 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8436 if (p->texture_refraction)
8437 R_FreeTexture(p->texture_refraction);
8438 p->texture_refraction = NULL;
8439 if (p->texture_reflection)
8440 R_FreeTexture(p->texture_reflection);
8441 p->texture_reflection = NULL;
8442 if (p->texture_camera)
8443 R_FreeTexture(p->texture_camera);
8444 p->texture_camera = NULL;
8446 memset(&r_waterstate, 0, sizeof(r_waterstate));
8447 r_waterstate.texturewidth = texturewidth;
8448 r_waterstate.textureheight = textureheight;
8449 r_waterstate.camerawidth = camerawidth;
8450 r_waterstate.cameraheight = cameraheight;
8453 if (r_waterstate.texturewidth)
8455 r_waterstate.enabled = true;
8457 // when doing a reduced render (HDR) we want to use a smaller area
8458 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8459 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8461 // set up variables that will be used in shader setup
8462 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8463 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8464 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8465 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8468 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8469 r_waterstate.numwaterplanes = 0;
8472 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8474 int triangleindex, planeindex;
8480 r_waterstate_waterplane_t *p;
8481 texture_t *t = R_GetCurrentTexture(surface->texture);
8483 // just use the first triangle with a valid normal for any decisions
8484 VectorClear(normal);
8485 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8487 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8488 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8489 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8490 TriangleNormal(vert[0], vert[1], vert[2], normal);
8491 if (VectorLength2(normal) >= 0.001)
8495 VectorCopy(normal, plane.normal);
8496 VectorNormalize(plane.normal);
8497 plane.dist = DotProduct(vert[0], plane.normal);
8498 PlaneClassify(&plane);
8499 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8501 // skip backfaces (except if nocullface is set)
8502 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8504 VectorNegate(plane.normal, plane.normal);
8506 PlaneClassify(&plane);
8510 // find a matching plane if there is one
8511 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8512 if(p->camera_entity == t->camera_entity)
8513 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8515 if (planeindex >= r_waterstate.maxwaterplanes)
8516 return; // nothing we can do, out of planes
8518 // if this triangle does not fit any known plane rendered this frame, add one
8519 if (planeindex >= r_waterstate.numwaterplanes)
8521 // store the new plane
8522 r_waterstate.numwaterplanes++;
8524 // clear materialflags and pvs
8525 p->materialflags = 0;
8526 p->pvsvalid = false;
8527 p->camera_entity = t->camera_entity;
8528 VectorCopy(surface->mins, p->mins);
8529 VectorCopy(surface->maxs, p->maxs);
8534 p->mins[0] = min(p->mins[0], surface->mins[0]);
8535 p->mins[1] = min(p->mins[1], surface->mins[1]);
8536 p->mins[2] = min(p->mins[2], surface->mins[2]);
8537 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8538 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8539 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8541 // merge this surface's materialflags into the waterplane
8542 p->materialflags |= t->currentmaterialflags;
8543 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8545 // merge this surface's PVS into the waterplane
8546 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8547 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8548 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8550 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8556 static void R_Water_ProcessPlanes(void)
8559 r_refdef_view_t originalview;
8560 r_refdef_view_t myview;
8562 r_waterstate_waterplane_t *p;
8565 originalview = r_refdef.view;
8567 // make sure enough textures are allocated
8568 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8570 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8572 if (!p->texture_refraction)
8573 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8574 if (!p->texture_refraction)
8577 else if (p->materialflags & MATERIALFLAG_CAMERA)
8579 if (!p->texture_camera)
8580 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8581 if (!p->texture_camera)
8585 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8587 if (!p->texture_reflection)
8588 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8589 if (!p->texture_reflection)
8595 r_refdef.view = originalview;
8596 r_refdef.view.showdebug = false;
8597 r_refdef.view.width = r_waterstate.waterwidth;
8598 r_refdef.view.height = r_waterstate.waterheight;
8599 r_refdef.view.useclipplane = true;
8600 myview = r_refdef.view;
8601 r_waterstate.renderingscene = true;
8602 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8604 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8606 r_refdef.view = myview;
8607 if(r_water_scissormode.integer)
8610 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8611 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8614 // render reflected scene and copy into texture
8615 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8616 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8617 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8618 r_refdef.view.clipplane = p->plane;
8620 // reverse the cullface settings for this render
8621 r_refdef.view.cullface_front = GL_FRONT;
8622 r_refdef.view.cullface_back = GL_BACK;
8623 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8625 r_refdef.view.usecustompvs = true;
8627 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8629 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8632 R_ResetViewRendering3D();
8633 R_ClearScreen(r_refdef.fogenabled);
8634 if(r_water_scissormode.integer & 2)
8635 R_View_UpdateWithScissor(myscissor);
8638 if(r_water_scissormode.integer & 1)
8639 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8642 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8645 // render the normal view scene and copy into texture
8646 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
8647 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8649 r_refdef.view = myview;
8650 if(r_water_scissormode.integer)
8653 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8654 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8657 r_waterstate.renderingrefraction = true;
8659 r_refdef.view.clipplane = p->plane;
8660 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8661 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8663 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8665 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8666 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8667 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8668 R_RenderView_UpdateViewVectors();
8669 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8671 r_refdef.view.usecustompvs = true;
8672 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8676 PlaneClassify(&r_refdef.view.clipplane);
8678 R_ResetViewRendering3D();
8679 R_ClearScreen(r_refdef.fogenabled);
8680 if(r_water_scissormode.integer & 2)
8681 R_View_UpdateWithScissor(myscissor);
8684 if(r_water_scissormode.integer & 1)
8685 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8688 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8689 r_waterstate.renderingrefraction = false;
8691 else if (p->materialflags & MATERIALFLAG_CAMERA)
8693 r_refdef.view = myview;
8695 r_refdef.view.clipplane = p->plane;
8696 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8697 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8699 r_refdef.view.width = r_waterstate.camerawidth;
8700 r_refdef.view.height = r_waterstate.cameraheight;
8701 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8702 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8704 if(p->camera_entity)
8706 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8707 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8710 // note: all of the view is used for displaying... so
8711 // there is no use in scissoring
8713 // reverse the cullface settings for this render
8714 r_refdef.view.cullface_front = GL_FRONT;
8715 r_refdef.view.cullface_back = GL_BACK;
8716 // also reverse the view matrix
8717 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8718 R_RenderView_UpdateViewVectors();
8719 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8721 r_refdef.view.usecustompvs = true;
8722 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8725 // camera needs no clipplane
8726 r_refdef.view.useclipplane = false;
8728 PlaneClassify(&r_refdef.view.clipplane);
8730 R_ResetViewRendering3D();
8731 R_ClearScreen(r_refdef.fogenabled);
8735 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8736 r_waterstate.renderingrefraction = false;
8740 r_waterstate.renderingscene = false;
8741 r_refdef.view = originalview;
8742 R_ResetViewRendering3D();
8743 R_ClearScreen(r_refdef.fogenabled);
8747 r_refdef.view = originalview;
8748 r_waterstate.renderingscene = false;
8749 Cvar_SetValueQuick(&r_water, 0);
8750 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8754 void R_Bloom_StartFrame(void)
8756 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8758 switch(vid.renderpath)
8760 case RENDERPATH_GL20:
8761 case RENDERPATH_CGGL:
8762 case RENDERPATH_D3D9:
8763 case RENDERPATH_D3D10:
8764 case RENDERPATH_D3D11:
8766 case RENDERPATH_GL13:
8767 case RENDERPATH_GL11:
8771 // set bloomwidth and bloomheight to the bloom resolution that will be
8772 // used (often less than the screen resolution for faster rendering)
8773 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8774 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8775 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8776 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8777 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8779 // calculate desired texture sizes
8780 if (vid.support.arb_texture_non_power_of_two)
8782 screentexturewidth = r_refdef.view.width;
8783 screentextureheight = r_refdef.view.height;
8784 bloomtexturewidth = r_bloomstate.bloomwidth;
8785 bloomtextureheight = r_bloomstate.bloomheight;
8789 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8790 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8791 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8792 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8795 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
8797 Cvar_SetValueQuick(&r_hdr, 0);
8798 Cvar_SetValueQuick(&r_bloom, 0);
8799 Cvar_SetValueQuick(&r_motionblur, 0);
8800 Cvar_SetValueQuick(&r_damageblur, 0);
8803 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
8804 screentexturewidth = screentextureheight = 0;
8805 if (!r_hdr.integer && !r_bloom.integer)
8806 bloomtexturewidth = bloomtextureheight = 0;
8808 // allocate textures as needed
8809 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8811 if (r_bloomstate.texture_screen)
8812 R_FreeTexture(r_bloomstate.texture_screen);
8813 r_bloomstate.texture_screen = NULL;
8814 r_bloomstate.screentexturewidth = screentexturewidth;
8815 r_bloomstate.screentextureheight = screentextureheight;
8816 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8817 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8819 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8821 if (r_bloomstate.texture_bloom)
8822 R_FreeTexture(r_bloomstate.texture_bloom);
8823 r_bloomstate.texture_bloom = NULL;
8824 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8825 r_bloomstate.bloomtextureheight = bloomtextureheight;
8826 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8827 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8830 // when doing a reduced render (HDR) we want to use a smaller area
8831 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8832 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8833 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8834 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8835 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8837 // set up a texcoord array for the full resolution screen image
8838 // (we have to keep this around to copy back during final render)
8839 r_bloomstate.screentexcoord2f[0] = 0;
8840 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8841 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8842 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8843 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8844 r_bloomstate.screentexcoord2f[5] = 0;
8845 r_bloomstate.screentexcoord2f[6] = 0;
8846 r_bloomstate.screentexcoord2f[7] = 0;
8848 // set up a texcoord array for the reduced resolution bloom image
8849 // (which will be additive blended over the screen image)
8850 r_bloomstate.bloomtexcoord2f[0] = 0;
8851 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8852 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8853 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8854 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8855 r_bloomstate.bloomtexcoord2f[5] = 0;
8856 r_bloomstate.bloomtexcoord2f[6] = 0;
8857 r_bloomstate.bloomtexcoord2f[7] = 0;
8859 switch(vid.renderpath)
8861 case RENDERPATH_GL11:
8862 case RENDERPATH_GL13:
8863 case RENDERPATH_GL20:
8864 case RENDERPATH_CGGL:
8866 case RENDERPATH_D3D9:
8867 case RENDERPATH_D3D10:
8868 case RENDERPATH_D3D11:
8871 for (i = 0;i < 4;i++)
8873 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8874 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8875 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8876 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8882 if (r_hdr.integer || r_bloom.integer)
8884 r_bloomstate.enabled = true;
8885 r_bloomstate.hdr = r_hdr.integer != 0;
8888 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
8891 void R_Bloom_CopyBloomTexture(float colorscale)
8893 r_refdef.stats.bloom++;
8895 // scale down screen texture to the bloom texture size
8897 R_SetViewport(&r_bloomstate.viewport);
8898 GL_BlendFunc(GL_ONE, GL_ZERO);
8899 GL_Color(colorscale, colorscale, colorscale, 1);
8900 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
8901 switch(vid.renderpath)
8903 case RENDERPATH_GL11:
8904 case RENDERPATH_GL13:
8905 case RENDERPATH_GL20:
8906 case RENDERPATH_CGGL:
8907 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8909 case RENDERPATH_D3D9:
8910 case RENDERPATH_D3D10:
8911 case RENDERPATH_D3D11:
8912 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8915 // TODO: do boxfilter scale-down in shader?
8916 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8917 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8918 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8920 // we now have a bloom image in the framebuffer
8921 // copy it into the bloom image texture for later processing
8922 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8923 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8926 void R_Bloom_CopyHDRTexture(void)
8928 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8929 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8932 void R_Bloom_MakeTexture(void)
8935 float xoffset, yoffset, r, brighten;
8937 r_refdef.stats.bloom++;
8939 R_ResetViewRendering2D();
8941 // we have a bloom image in the framebuffer
8943 R_SetViewport(&r_bloomstate.viewport);
8945 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8948 r = bound(0, r_bloom_colorexponent.value / x, 1);
8949 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8951 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8952 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8953 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8954 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8956 // copy the vertically blurred bloom view to a texture
8957 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8958 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8961 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8962 brighten = r_bloom_brighten.value;
8964 brighten *= r_hdr_range.value;
8965 brighten = sqrt(brighten);
8967 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8968 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8970 for (dir = 0;dir < 2;dir++)
8972 // blend on at multiple vertical offsets to achieve a vertical blur
8973 // TODO: do offset blends using GLSL
8974 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8975 GL_BlendFunc(GL_ONE, GL_ZERO);
8976 for (x = -range;x <= range;x++)
8978 if (!dir){xoffset = 0;yoffset = x;}
8979 else {xoffset = x;yoffset = 0;}
8980 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8981 yoffset /= (float)r_bloomstate.bloomtextureheight;
8982 // compute a texcoord array with the specified x and y offset
8983 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8984 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8985 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8986 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8987 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8988 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8989 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8990 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8991 // this r value looks like a 'dot' particle, fading sharply to
8992 // black at the edges
8993 // (probably not realistic but looks good enough)
8994 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8995 //r = brighten/(range*2+1);
8996 r = brighten / (range * 2 + 1);
8998 r *= (1 - x*x/(float)(range*range));
8999 GL_Color(r, r, r, 1);
9000 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9001 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9002 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9003 GL_BlendFunc(GL_ONE, GL_ONE);
9006 // copy the vertically blurred bloom view to a texture
9007 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
9008 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9012 void R_HDR_RenderBloomTexture(void)
9014 int oldwidth, oldheight;
9015 float oldcolorscale;
9017 oldcolorscale = r_refdef.view.colorscale;
9018 oldwidth = r_refdef.view.width;
9019 oldheight = r_refdef.view.height;
9020 r_refdef.view.width = r_bloomstate.bloomwidth;
9021 r_refdef.view.height = r_bloomstate.bloomheight;
9023 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9024 // TODO: add exposure compensation features
9025 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9027 r_refdef.view.showdebug = false;
9028 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9030 R_ResetViewRendering3D();
9032 R_ClearScreen(r_refdef.fogenabled);
9033 if (r_timereport_active)
9034 R_TimeReport("HDRclear");
9037 if (r_timereport_active)
9038 R_TimeReport("visibility");
9040 // only do secondary renders with HDR if r_hdr is 2 or higher
9041 r_waterstate.numwaterplanes = 0;
9042 if (r_waterstate.enabled && r_hdr.integer >= 2)
9043 R_RenderWaterPlanes();
9045 r_refdef.view.showdebug = true;
9047 r_waterstate.numwaterplanes = 0;
9049 R_ResetViewRendering2D();
9051 R_Bloom_CopyHDRTexture();
9052 R_Bloom_MakeTexture();
9054 // restore the view settings
9055 r_refdef.view.width = oldwidth;
9056 r_refdef.view.height = oldheight;
9057 r_refdef.view.colorscale = oldcolorscale;
9059 R_ResetViewRendering3D();
9061 R_ClearScreen(r_refdef.fogenabled);
9062 if (r_timereport_active)
9063 R_TimeReport("viewclear");
9066 static void R_BlendView(void)
9068 unsigned int permutation;
9069 float uservecs[4][4];
9071 switch (vid.renderpath)
9073 case RENDERPATH_GL20:
9074 case RENDERPATH_CGGL:
9075 case RENDERPATH_D3D9:
9076 case RENDERPATH_D3D10:
9077 case RENDERPATH_D3D11:
9079 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9080 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9081 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9082 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9083 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9085 if (r_bloomstate.texture_screen)
9087 // make sure the buffer is available
9088 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9090 R_ResetViewRendering2D();
9092 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9094 // declare variables
9096 static float avgspeed;
9098 speed = VectorLength(cl.movement_velocity);
9100 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9101 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9103 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9104 speed = bound(0, speed, 1);
9105 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9107 // calculate values into a standard alpha
9108 cl.motionbluralpha = 1 - exp(-
9110 (r_motionblur.value * speed / 80)
9112 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9115 max(0.0001, cl.time - cl.oldtime) // fps independent
9118 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9119 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9121 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9123 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9124 GL_Color(1, 1, 1, cl.motionbluralpha);
9125 switch(vid.renderpath)
9127 case RENDERPATH_GL11:
9128 case RENDERPATH_GL13:
9129 case RENDERPATH_GL20:
9130 case RENDERPATH_CGGL:
9131 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9133 case RENDERPATH_D3D9:
9134 case RENDERPATH_D3D10:
9135 case RENDERPATH_D3D11:
9136 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9139 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9140 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9141 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9145 // copy view into the screen texture
9146 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
9147 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9149 else if (!r_bloomstate.texture_bloom)
9151 // we may still have to do view tint...
9152 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9154 // apply a color tint to the whole view
9155 R_ResetViewRendering2D();
9156 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9157 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9158 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9159 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9160 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9162 break; // no screen processing, no bloom, skip it
9165 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9167 // render simple bloom effect
9168 // copy the screen and shrink it and darken it for the bloom process
9169 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9170 // make the bloom texture
9171 R_Bloom_MakeTexture();
9174 #if _MSC_VER >= 1400
9175 #define sscanf sscanf_s
9177 memset(uservecs, 0, sizeof(uservecs));
9178 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9179 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9180 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9181 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9183 R_ResetViewRendering2D();
9184 GL_Color(1, 1, 1, 1);
9185 GL_BlendFunc(GL_ONE, GL_ZERO);
9187 switch(vid.renderpath)
9189 case RENDERPATH_GL20:
9190 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9191 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9192 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9193 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9194 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9195 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9196 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9197 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9198 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9199 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9200 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9201 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9202 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9203 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9205 case RENDERPATH_CGGL:
9207 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9208 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9209 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9210 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9211 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9212 if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
9213 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9214 if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
9215 if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
9216 if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
9217 if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
9218 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9219 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9220 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9223 case RENDERPATH_D3D9:
9225 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9226 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9227 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9228 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9229 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9230 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9231 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9232 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9233 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9234 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9235 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9236 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9237 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9238 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9239 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9242 case RENDERPATH_D3D10:
9243 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9245 case RENDERPATH_D3D11:
9246 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9251 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9252 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9254 case RENDERPATH_GL13:
9255 case RENDERPATH_GL11:
9256 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9258 // apply a color tint to the whole view
9259 R_ResetViewRendering2D();
9260 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9261 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9262 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9263 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9264 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9270 matrix4x4_t r_waterscrollmatrix;
9272 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9274 if (r_refdef.fog_density)
9276 r_refdef.fogcolor[0] = r_refdef.fog_red;
9277 r_refdef.fogcolor[1] = r_refdef.fog_green;
9278 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9280 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9281 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9282 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9283 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9287 VectorCopy(r_refdef.fogcolor, fogvec);
9288 // color.rgb *= ContrastBoost * SceneBrightness;
9289 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9290 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9291 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9292 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9297 void R_UpdateVariables(void)
9301 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9303 r_refdef.farclip = r_farclip_base.value;
9304 if (r_refdef.scene.worldmodel)
9305 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9306 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9308 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9309 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9310 r_refdef.polygonfactor = 0;
9311 r_refdef.polygonoffset = 0;
9312 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9313 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9315 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9316 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9317 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9318 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9319 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9320 if (FAKELIGHT_ENABLED)
9322 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9324 if (r_showsurfaces.integer)
9326 r_refdef.scene.rtworld = false;
9327 r_refdef.scene.rtworldshadows = false;
9328 r_refdef.scene.rtdlight = false;
9329 r_refdef.scene.rtdlightshadows = false;
9330 r_refdef.lightmapintensity = 0;
9333 if (gamemode == GAME_NEHAHRA)
9335 if (gl_fogenable.integer)
9337 r_refdef.oldgl_fogenable = true;
9338 r_refdef.fog_density = gl_fogdensity.value;
9339 r_refdef.fog_red = gl_fogred.value;
9340 r_refdef.fog_green = gl_foggreen.value;
9341 r_refdef.fog_blue = gl_fogblue.value;
9342 r_refdef.fog_alpha = 1;
9343 r_refdef.fog_start = 0;
9344 r_refdef.fog_end = gl_skyclip.value;
9345 r_refdef.fog_height = 1<<30;
9346 r_refdef.fog_fadedepth = 128;
9348 else if (r_refdef.oldgl_fogenable)
9350 r_refdef.oldgl_fogenable = false;
9351 r_refdef.fog_density = 0;
9352 r_refdef.fog_red = 0;
9353 r_refdef.fog_green = 0;
9354 r_refdef.fog_blue = 0;
9355 r_refdef.fog_alpha = 0;
9356 r_refdef.fog_start = 0;
9357 r_refdef.fog_end = 0;
9358 r_refdef.fog_height = 1<<30;
9359 r_refdef.fog_fadedepth = 128;
9363 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9364 r_refdef.fog_start = max(0, r_refdef.fog_start);
9365 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9367 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9369 if (r_refdef.fog_density && r_drawfog.integer)
9371 r_refdef.fogenabled = true;
9372 // this is the point where the fog reaches 0.9986 alpha, which we
9373 // consider a good enough cutoff point for the texture
9374 // (0.9986 * 256 == 255.6)
9375 if (r_fog_exp2.integer)
9376 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9378 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9379 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9380 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9381 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9382 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9383 R_BuildFogHeightTexture();
9384 // fog color was already set
9385 // update the fog texture
9386 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
9387 R_BuildFogTexture();
9388 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9389 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9392 r_refdef.fogenabled = false;
9394 switch(vid.renderpath)
9396 case RENDERPATH_GL20:
9397 case RENDERPATH_CGGL:
9398 case RENDERPATH_D3D9:
9399 case RENDERPATH_D3D10:
9400 case RENDERPATH_D3D11:
9401 if(v_glslgamma.integer && !vid_gammatables_trivial)
9403 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9405 // build GLSL gamma texture
9406 #define RAMPWIDTH 256
9407 unsigned short ramp[RAMPWIDTH * 3];
9408 unsigned char rampbgr[RAMPWIDTH][4];
9411 r_texture_gammaramps_serial = vid_gammatables_serial;
9413 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9414 for(i = 0; i < RAMPWIDTH; ++i)
9416 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9417 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9418 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9421 if (r_texture_gammaramps)
9423 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9427 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9433 // remove GLSL gamma texture
9436 case RENDERPATH_GL13:
9437 case RENDERPATH_GL11:
9442 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9443 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9449 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9450 if( scenetype != r_currentscenetype ) {
9451 // store the old scenetype
9452 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9453 r_currentscenetype = scenetype;
9454 // move in the new scene
9455 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9464 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9466 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9467 if( scenetype == r_currentscenetype ) {
9468 return &r_refdef.scene;
9470 return &r_scenes_store[ scenetype ];
9479 void R_RenderView(void)
9481 if (r_timereport_active)
9482 R_TimeReport("start");
9483 r_textureframe++; // used only by R_GetCurrentTexture
9484 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9486 if (!r_drawentities.integer)
9487 r_refdef.scene.numentities = 0;
9489 R_AnimCache_ClearCache();
9490 R_FrameData_NewFrame();
9492 if (r_refdef.view.isoverlay)
9494 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9495 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9496 R_TimeReport("depthclear");
9498 r_refdef.view.showdebug = false;
9500 r_waterstate.enabled = false;
9501 r_waterstate.numwaterplanes = 0;
9509 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9510 return; //Host_Error ("R_RenderView: NULL worldmodel");
9512 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9514 R_RenderView_UpdateViewVectors();
9516 R_Shadow_UpdateWorldLightSelection();
9518 R_Bloom_StartFrame();
9519 R_Water_StartFrame();
9522 if (r_timereport_active)
9523 R_TimeReport("viewsetup");
9525 R_ResetViewRendering3D();
9527 if (r_refdef.view.clear || r_refdef.fogenabled)
9529 R_ClearScreen(r_refdef.fogenabled);
9530 if (r_timereport_active)
9531 R_TimeReport("viewclear");
9533 r_refdef.view.clear = true;
9535 // this produces a bloom texture to be used in R_BlendView() later
9536 if (r_hdr.integer && r_bloomstate.bloomwidth)
9538 R_HDR_RenderBloomTexture();
9539 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9540 r_textureframe++; // used only by R_GetCurrentTexture
9543 r_refdef.view.showdebug = true;
9546 if (r_timereport_active)
9547 R_TimeReport("visibility");
9549 r_waterstate.numwaterplanes = 0;
9550 if (r_waterstate.enabled)
9551 R_RenderWaterPlanes();
9554 r_waterstate.numwaterplanes = 0;
9557 if (r_timereport_active)
9558 R_TimeReport("blendview");
9560 GL_Scissor(0, 0, vid.width, vid.height);
9561 GL_ScissorTest(false);
9566 void R_RenderWaterPlanes(void)
9568 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9570 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9571 if (r_timereport_active)
9572 R_TimeReport("waterworld");
9575 // don't let sound skip if going slow
9576 if (r_refdef.scene.extraupdate)
9579 R_DrawModelsAddWaterPlanes();
9580 if (r_timereport_active)
9581 R_TimeReport("watermodels");
9583 if (r_waterstate.numwaterplanes)
9585 R_Water_ProcessPlanes();
9586 if (r_timereport_active)
9587 R_TimeReport("waterscenes");
9591 extern void R_DrawLightningBeams (void);
9592 extern void VM_CL_AddPolygonsToMeshQueue (void);
9593 extern void R_DrawPortals (void);
9594 extern cvar_t cl_locs_show;
9595 static void R_DrawLocs(void);
9596 static void R_DrawEntityBBoxes(void);
9597 static void R_DrawModelDecals(void);
9598 extern void R_DrawModelShadows(void);
9599 extern void R_DrawModelShadowMaps(void);
9600 extern cvar_t cl_decals_newsystem;
9601 extern qboolean r_shadow_usingdeferredprepass;
9602 void R_RenderScene(void)
9604 qboolean shadowmapping = false;
9606 if (r_timereport_active)
9607 R_TimeReport("beginscene");
9609 r_refdef.stats.renders++;
9613 // don't let sound skip if going slow
9614 if (r_refdef.scene.extraupdate)
9617 R_MeshQueue_BeginScene();
9621 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
9623 if (r_timereport_active)
9624 R_TimeReport("skystartframe");
9626 if (cl.csqc_vidvars.drawworld)
9628 // don't let sound skip if going slow
9629 if (r_refdef.scene.extraupdate)
9632 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9634 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9635 if (r_timereport_active)
9636 R_TimeReport("worldsky");
9639 if (R_DrawBrushModelsSky() && r_timereport_active)
9640 R_TimeReport("bmodelsky");
9642 if (skyrendermasked && skyrenderlater)
9644 // we have to force off the water clipping plane while rendering sky
9648 if (r_timereport_active)
9649 R_TimeReport("sky");
9653 R_AnimCache_CacheVisibleEntities();
9654 if (r_timereport_active)
9655 R_TimeReport("animation");
9657 R_Shadow_PrepareLights();
9658 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9659 R_Shadow_PrepareModelShadows();
9660 if (r_timereport_active)
9661 R_TimeReport("preparelights");
9663 if (R_Shadow_ShadowMappingEnabled())
9664 shadowmapping = true;
9666 if (r_shadow_usingdeferredprepass)
9667 R_Shadow_DrawPrepass();
9669 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9671 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9672 if (r_timereport_active)
9673 R_TimeReport("worlddepth");
9675 if (r_depthfirst.integer >= 2)
9677 R_DrawModelsDepth();
9678 if (r_timereport_active)
9679 R_TimeReport("modeldepth");
9682 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9684 R_DrawModelShadowMaps();
9685 R_ResetViewRendering3D();
9686 // don't let sound skip if going slow
9687 if (r_refdef.scene.extraupdate)
9691 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9693 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9694 if (r_timereport_active)
9695 R_TimeReport("world");
9698 // don't let sound skip if going slow
9699 if (r_refdef.scene.extraupdate)
9703 if (r_timereport_active)
9704 R_TimeReport("models");
9706 // don't let sound skip if going slow
9707 if (r_refdef.scene.extraupdate)
9710 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9712 R_DrawModelShadows();
9713 R_ResetViewRendering3D();
9714 // don't let sound skip if going slow
9715 if (r_refdef.scene.extraupdate)
9719 if (!r_shadow_usingdeferredprepass)
9721 R_Shadow_DrawLights();
9722 if (r_timereport_active)
9723 R_TimeReport("rtlights");
9726 // don't let sound skip if going slow
9727 if (r_refdef.scene.extraupdate)
9730 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9732 R_DrawModelShadows();
9733 R_ResetViewRendering3D();
9734 // don't let sound skip if going slow
9735 if (r_refdef.scene.extraupdate)
9739 if (cl.csqc_vidvars.drawworld)
9741 if (cl_decals_newsystem.integer)
9743 R_DrawModelDecals();
9744 if (r_timereport_active)
9745 R_TimeReport("modeldecals");
9750 if (r_timereport_active)
9751 R_TimeReport("decals");
9755 if (r_timereport_active)
9756 R_TimeReport("particles");
9759 if (r_timereport_active)
9760 R_TimeReport("explosions");
9762 R_DrawLightningBeams();
9763 if (r_timereport_active)
9764 R_TimeReport("lightning");
9767 VM_CL_AddPolygonsToMeshQueue();
9769 if (r_refdef.view.showdebug)
9771 if (cl_locs_show.integer)
9774 if (r_timereport_active)
9775 R_TimeReport("showlocs");
9778 if (r_drawportals.integer)
9781 if (r_timereport_active)
9782 R_TimeReport("portals");
9785 if (r_showbboxes.value > 0)
9787 R_DrawEntityBBoxes();
9788 if (r_timereport_active)
9789 R_TimeReport("bboxes");
9793 R_MeshQueue_RenderTransparent();
9794 if (r_timereport_active)
9795 R_TimeReport("drawtrans");
9797 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
9799 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9800 if (r_timereport_active)
9801 R_TimeReport("worlddebug");
9802 R_DrawModelsDebug();
9803 if (r_timereport_active)
9804 R_TimeReport("modeldebug");
9807 if (cl.csqc_vidvars.drawworld)
9809 R_Shadow_DrawCoronas();
9810 if (r_timereport_active)
9811 R_TimeReport("coronas");
9816 GL_DepthTest(false);
9817 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9818 GL_Color(1, 1, 1, 1);
9819 qglBegin(GL_POLYGON);
9820 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9821 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9822 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9823 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9825 qglBegin(GL_POLYGON);
9826 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9827 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9828 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9829 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9831 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9835 // don't let sound skip if going slow
9836 if (r_refdef.scene.extraupdate)
9839 R_ResetViewRendering2D();
9842 static const unsigned short bboxelements[36] =
9852 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9855 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9857 RSurf_ActiveWorldEntity();
9859 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9860 GL_DepthMask(false);
9861 GL_DepthRange(0, 1);
9862 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9863 R_Mesh_ResetTextureState();
9865 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9866 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9867 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9868 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9869 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9870 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9871 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9872 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9873 R_FillColors(color4f, 8, cr, cg, cb, ca);
9874 if (r_refdef.fogenabled)
9876 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9878 f1 = RSurf_FogVertex(v);
9880 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9881 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9882 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9885 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9886 R_Mesh_ResetTextureState();
9887 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9888 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9891 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9895 prvm_edict_t *edict;
9896 prvm_prog_t *prog_save = prog;
9898 // this function draws bounding boxes of server entities
9902 GL_CullFace(GL_NONE);
9903 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9907 for (i = 0;i < numsurfaces;i++)
9909 edict = PRVM_EDICT_NUM(surfacelist[i]);
9910 switch ((int)edict->fields.server->solid)
9912 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9913 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9914 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9915 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9916 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9917 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9919 color[3] *= r_showbboxes.value;
9920 color[3] = bound(0, color[3], 1);
9921 GL_DepthTest(!r_showdisabledepthtest.integer);
9922 GL_CullFace(r_refdef.view.cullface_front);
9923 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9929 static void R_DrawEntityBBoxes(void)
9932 prvm_edict_t *edict;
9934 prvm_prog_t *prog_save = prog;
9936 // this function draws bounding boxes of server entities
9942 for (i = 0;i < prog->num_edicts;i++)
9944 edict = PRVM_EDICT_NUM(i);
9945 if (edict->priv.server->free)
9947 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9948 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9950 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9952 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9953 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9959 static const int nomodelelement3i[24] =
9971 static const unsigned short nomodelelement3s[24] =
9983 static const float nomodelvertex3f[6*3] =
9993 static const float nomodelcolor4f[6*4] =
9995 0.0f, 0.0f, 0.5f, 1.0f,
9996 0.0f, 0.0f, 0.5f, 1.0f,
9997 0.0f, 0.5f, 0.0f, 1.0f,
9998 0.0f, 0.5f, 0.0f, 1.0f,
9999 0.5f, 0.0f, 0.0f, 1.0f,
10000 0.5f, 0.0f, 0.0f, 1.0f
10003 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10007 float color4f[6*4];
10009 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
10011 // this is only called once per entity so numsurfaces is always 1, and
10012 // surfacelist is always {0}, so this code does not handle batches
10014 if (rsurface.ent_flags & RENDER_ADDITIVE)
10016 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10017 GL_DepthMask(false);
10019 else if (rsurface.colormod[3] < 1)
10021 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10022 GL_DepthMask(false);
10026 GL_BlendFunc(GL_ONE, GL_ZERO);
10027 GL_DepthMask(true);
10029 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10030 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10031 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10032 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10033 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10034 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10035 for (i = 0, c = color4f;i < 6;i++, c += 4)
10037 c[0] *= rsurface.colormod[0];
10038 c[1] *= rsurface.colormod[1];
10039 c[2] *= rsurface.colormod[2];
10040 c[3] *= rsurface.colormod[3];
10042 if (r_refdef.fogenabled)
10044 for (i = 0, c = color4f;i < 6;i++, c += 4)
10046 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10048 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10049 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10050 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10053 R_Mesh_ResetTextureState();
10054 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10055 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10058 void R_DrawNoModel(entity_render_t *ent)
10061 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10062 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10063 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10065 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10068 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10070 vec3_t right1, right2, diff, normal;
10072 VectorSubtract (org2, org1, normal);
10074 // calculate 'right' vector for start
10075 VectorSubtract (r_refdef.view.origin, org1, diff);
10076 CrossProduct (normal, diff, right1);
10077 VectorNormalize (right1);
10079 // calculate 'right' vector for end
10080 VectorSubtract (r_refdef.view.origin, org2, diff);
10081 CrossProduct (normal, diff, right2);
10082 VectorNormalize (right2);
10084 vert[ 0] = org1[0] + width * right1[0];
10085 vert[ 1] = org1[1] + width * right1[1];
10086 vert[ 2] = org1[2] + width * right1[2];
10087 vert[ 3] = org1[0] - width * right1[0];
10088 vert[ 4] = org1[1] - width * right1[1];
10089 vert[ 5] = org1[2] - width * right1[2];
10090 vert[ 6] = org2[0] - width * right2[0];
10091 vert[ 7] = org2[1] - width * right2[1];
10092 vert[ 8] = org2[2] - width * right2[2];
10093 vert[ 9] = org2[0] + width * right2[0];
10094 vert[10] = org2[1] + width * right2[1];
10095 vert[11] = org2[2] + width * right2[2];
10098 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
10100 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10101 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10102 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10103 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10104 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10105 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10106 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10107 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10108 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10109 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10110 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10111 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10114 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10119 VectorSet(v, x, y, z);
10120 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10121 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10123 if (i == mesh->numvertices)
10125 if (mesh->numvertices < mesh->maxvertices)
10127 VectorCopy(v, vertex3f);
10128 mesh->numvertices++;
10130 return mesh->numvertices;
10136 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10139 int *e, element[3];
10140 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10141 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10142 e = mesh->element3i + mesh->numtriangles * 3;
10143 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10145 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10146 if (mesh->numtriangles < mesh->maxtriangles)
10151 mesh->numtriangles++;
10153 element[1] = element[2];
10157 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10160 int *e, element[3];
10161 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10162 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10163 e = mesh->element3i + mesh->numtriangles * 3;
10164 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10166 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10167 if (mesh->numtriangles < mesh->maxtriangles)
10172 mesh->numtriangles++;
10174 element[1] = element[2];
10178 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10179 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10181 int planenum, planenum2;
10184 mplane_t *plane, *plane2;
10186 double temppoints[2][256*3];
10187 // figure out how large a bounding box we need to properly compute this brush
10189 for (w = 0;w < numplanes;w++)
10190 maxdist = max(maxdist, fabs(planes[w].dist));
10191 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10192 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10193 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10197 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10198 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10200 if (planenum2 == planenum)
10202 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
10205 if (tempnumpoints < 3)
10207 // generate elements forming a triangle fan for this polygon
10208 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10212 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
10214 texturelayer_t *layer;
10215 layer = t->currentlayers + t->currentnumlayers++;
10216 layer->type = type;
10217 layer->depthmask = depthmask;
10218 layer->blendfunc1 = blendfunc1;
10219 layer->blendfunc2 = blendfunc2;
10220 layer->texture = texture;
10221 layer->texmatrix = *matrix;
10222 layer->color[0] = r;
10223 layer->color[1] = g;
10224 layer->color[2] = b;
10225 layer->color[3] = a;
10228 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10230 if(parms[0] == 0 && parms[1] == 0)
10232 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10233 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10238 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10241 index = parms[2] + r_refdef.scene.time * parms[3];
10242 index -= floor(index);
10243 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10246 case Q3WAVEFUNC_NONE:
10247 case Q3WAVEFUNC_NOISE:
10248 case Q3WAVEFUNC_COUNT:
10251 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10252 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10253 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10254 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10255 case Q3WAVEFUNC_TRIANGLE:
10257 f = index - floor(index);
10260 else if (index < 2)
10262 else if (index < 3)
10268 f = parms[0] + parms[1] * f;
10269 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10270 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10274 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10279 matrix4x4_t matrix, temp;
10280 switch(tcmod->tcmod)
10282 case Q3TCMOD_COUNT:
10284 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10285 matrix = r_waterscrollmatrix;
10287 matrix = identitymatrix;
10289 case Q3TCMOD_ENTITYTRANSLATE:
10290 // this is used in Q3 to allow the gamecode to control texcoord
10291 // scrolling on the entity, which is not supported in darkplaces yet.
10292 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10294 case Q3TCMOD_ROTATE:
10295 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10296 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10297 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10299 case Q3TCMOD_SCALE:
10300 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10302 case Q3TCMOD_SCROLL:
10303 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10305 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10306 w = (int) tcmod->parms[0];
10307 h = (int) tcmod->parms[1];
10308 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10310 idx = (int) floor(f * w * h);
10311 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10313 case Q3TCMOD_STRETCH:
10314 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10315 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10317 case Q3TCMOD_TRANSFORM:
10318 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10319 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10320 VectorSet(tcmat + 6, 0 , 0 , 1);
10321 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10322 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10324 case Q3TCMOD_TURBULENT:
10325 // this is handled in the RSurf_PrepareVertices function
10326 matrix = identitymatrix;
10330 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10333 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10335 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10336 char name[MAX_QPATH];
10337 skinframe_t *skinframe;
10338 unsigned char pixels[296*194];
10339 strlcpy(cache->name, skinname, sizeof(cache->name));
10340 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10341 if (developer_loading.integer)
10342 Con_Printf("loading %s\n", name);
10343 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10344 if (!skinframe || !skinframe->base)
10347 fs_offset_t filesize;
10349 f = FS_LoadFile(name, tempmempool, true, &filesize);
10352 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10353 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10357 cache->skinframe = skinframe;
10360 texture_t *R_GetCurrentTexture(texture_t *t)
10363 const entity_render_t *ent = rsurface.entity;
10364 dp_model_t *model = ent->model;
10365 q3shaderinfo_layer_tcmod_t *tcmod;
10367 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10368 return t->currentframe;
10369 t->update_lastrenderframe = r_textureframe;
10370 t->update_lastrenderentity = (void *)ent;
10372 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10373 t->camera_entity = ent->entitynumber;
10375 t->camera_entity = 0;
10377 // switch to an alternate material if this is a q1bsp animated material
10379 texture_t *texture = t;
10380 int s = rsurface.ent_skinnum;
10381 if ((unsigned int)s >= (unsigned int)model->numskins)
10383 if (model->skinscenes)
10385 if (model->skinscenes[s].framecount > 1)
10386 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10388 s = model->skinscenes[s].firstframe;
10391 t = t + s * model->num_surfaces;
10394 // use an alternate animation if the entity's frame is not 0,
10395 // and only if the texture has an alternate animation
10396 if (rsurface.ent_alttextures && t->anim_total[1])
10397 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10399 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10401 texture->currentframe = t;
10404 // update currentskinframe to be a qw skin or animation frame
10405 if (rsurface.ent_qwskin >= 0)
10407 i = rsurface.ent_qwskin;
10408 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10410 r_qwskincache_size = cl.maxclients;
10412 Mem_Free(r_qwskincache);
10413 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10415 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10416 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10417 t->currentskinframe = r_qwskincache[i].skinframe;
10418 if (t->currentskinframe == NULL)
10419 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10421 else if (t->numskinframes >= 2)
10422 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10423 if (t->backgroundnumskinframes >= 2)
10424 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10426 t->currentmaterialflags = t->basematerialflags;
10427 t->currentalpha = rsurface.colormod[3];
10428 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10429 t->currentalpha *= r_wateralpha.value;
10430 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10431 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10432 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10433 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10434 if (!(rsurface.ent_flags & RENDER_LIGHT))
10435 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10436 else if (FAKELIGHT_ENABLED)
10438 // no modellight if using fakelight for the map
10440 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10442 // pick a model lighting mode
10443 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10444 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10446 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10448 if (rsurface.ent_flags & RENDER_ADDITIVE)
10449 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10450 else if (t->currentalpha < 1)
10451 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10452 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10453 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10454 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10455 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10456 if (t->backgroundnumskinframes)
10457 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10458 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10460 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10461 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10464 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10465 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10466 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10468 // there is no tcmod
10469 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10471 t->currenttexmatrix = r_waterscrollmatrix;
10472 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10474 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10476 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10477 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10480 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10481 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10482 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10483 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10485 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10486 if (t->currentskinframe->qpixels)
10487 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10488 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10489 if (!t->basetexture)
10490 t->basetexture = r_texture_notexture;
10491 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10492 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10493 t->nmaptexture = t->currentskinframe->nmap;
10494 if (!t->nmaptexture)
10495 t->nmaptexture = r_texture_blanknormalmap;
10496 t->glosstexture = r_texture_black;
10497 t->glowtexture = t->currentskinframe->glow;
10498 t->fogtexture = t->currentskinframe->fog;
10499 t->reflectmasktexture = t->currentskinframe->reflect;
10500 if (t->backgroundnumskinframes)
10502 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10503 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10504 t->backgroundglosstexture = r_texture_black;
10505 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10506 if (!t->backgroundnmaptexture)
10507 t->backgroundnmaptexture = r_texture_blanknormalmap;
10511 t->backgroundbasetexture = r_texture_white;
10512 t->backgroundnmaptexture = r_texture_blanknormalmap;
10513 t->backgroundglosstexture = r_texture_black;
10514 t->backgroundglowtexture = NULL;
10516 t->specularpower = r_shadow_glossexponent.value;
10517 // TODO: store reference values for these in the texture?
10518 t->specularscale = 0;
10519 if (r_shadow_gloss.integer > 0)
10521 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10523 if (r_shadow_glossintensity.value > 0)
10525 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10526 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10527 t->specularscale = r_shadow_glossintensity.value;
10530 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10532 t->glosstexture = r_texture_white;
10533 t->backgroundglosstexture = r_texture_white;
10534 t->specularscale = r_shadow_gloss2intensity.value;
10535 t->specularpower = r_shadow_gloss2exponent.value;
10538 t->specularscale *= t->specularscalemod;
10539 t->specularpower *= t->specularpowermod;
10541 // lightmaps mode looks bad with dlights using actual texturing, so turn
10542 // off the colormap and glossmap, but leave the normalmap on as it still
10543 // accurately represents the shading involved
10544 if (gl_lightmaps.integer)
10546 t->basetexture = r_texture_grey128;
10547 t->pantstexture = r_texture_black;
10548 t->shirttexture = r_texture_black;
10549 t->nmaptexture = r_texture_blanknormalmap;
10550 t->glosstexture = r_texture_black;
10551 t->glowtexture = NULL;
10552 t->fogtexture = NULL;
10553 t->reflectmasktexture = NULL;
10554 t->backgroundbasetexture = NULL;
10555 t->backgroundnmaptexture = r_texture_blanknormalmap;
10556 t->backgroundglosstexture = r_texture_black;
10557 t->backgroundglowtexture = NULL;
10558 t->specularscale = 0;
10559 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10562 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10563 VectorClear(t->dlightcolor);
10564 t->currentnumlayers = 0;
10565 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10567 int blendfunc1, blendfunc2;
10568 qboolean depthmask;
10569 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10571 blendfunc1 = GL_SRC_ALPHA;
10572 blendfunc2 = GL_ONE;
10574 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10576 blendfunc1 = GL_SRC_ALPHA;
10577 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10579 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10581 blendfunc1 = t->customblendfunc[0];
10582 blendfunc2 = t->customblendfunc[1];
10586 blendfunc1 = GL_ONE;
10587 blendfunc2 = GL_ZERO;
10589 // don't colormod evilblend textures
10590 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10591 VectorSet(t->lightmapcolor, 1, 1, 1);
10592 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10593 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10595 // fullbright is not affected by r_refdef.lightmapintensity
10596 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
10597 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10598 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10599 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10600 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10604 vec3_t ambientcolor;
10606 // set the color tint used for lights affecting this surface
10607 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10609 // q3bsp has no lightmap updates, so the lightstylevalue that
10610 // would normally be baked into the lightmap must be
10611 // applied to the color
10612 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10613 if (model->type == mod_brushq3)
10614 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10615 colorscale *= r_refdef.lightmapintensity;
10616 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10617 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10618 // basic lit geometry
10619 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
10620 // add pants/shirt if needed
10621 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10622 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10623 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10624 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10625 // now add ambient passes if needed
10626 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10628 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
10629 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10630 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
10631 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10632 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
10635 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10636 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
10637 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10639 // if this is opaque use alpha blend which will darken the earlier
10642 // if this is an alpha blended material, all the earlier passes
10643 // were darkened by fog already, so we only need to add the fog
10644 // color ontop through the fog mask texture
10646 // if this is an additive blended material, all the earlier passes
10647 // were darkened by fog already, and we should not add fog color
10648 // (because the background was not darkened, there is no fog color
10649 // that was lost behind it).
10650 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
10654 return t->currentframe;
10657 rsurfacestate_t rsurface;
10659 void R_Mesh_ResizeArrays(int newvertices)
10661 unsigned char *base;
10663 if (rsurface.array_size >= newvertices)
10665 if (rsurface.array_base)
10666 Mem_Free(rsurface.array_base);
10667 rsurface.array_size = (newvertices + 1023) & ~1023;
10669 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10670 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10671 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10672 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10673 size += rsurface.array_size * sizeof(float[3]);
10674 size += rsurface.array_size * sizeof(float[3]);
10675 size += rsurface.array_size * sizeof(float[3]);
10676 size += rsurface.array_size * sizeof(float[3]);
10677 size += rsurface.array_size * sizeof(float[3]);
10678 size += rsurface.array_size * sizeof(float[3]);
10679 size += rsurface.array_size * sizeof(float[3]);
10680 size += rsurface.array_size * sizeof(float[3]);
10681 size += rsurface.array_size * sizeof(float[4]);
10682 size += rsurface.array_size * sizeof(float[2]);
10683 size += rsurface.array_size * sizeof(float[2]);
10684 size += rsurface.array_size * sizeof(float[4]);
10685 size += rsurface.array_size * sizeof(int[3]);
10686 size += rsurface.array_size * sizeof(unsigned short[3]);
10687 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10688 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10689 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10690 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10691 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10692 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10693 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10694 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10695 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10696 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10697 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10698 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10699 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10700 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10701 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10702 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10703 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10704 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10705 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10708 void RSurf_ActiveWorldEntity(void)
10710 dp_model_t *model = r_refdef.scene.worldmodel;
10711 //if (rsurface.entity == r_refdef.scene.worldentity)
10713 rsurface.entity = r_refdef.scene.worldentity;
10714 rsurface.skeleton = NULL;
10715 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10716 rsurface.ent_skinnum = 0;
10717 rsurface.ent_qwskin = -1;
10718 rsurface.ent_shadertime = 0;
10719 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10720 if (rsurface.array_size < model->surfmesh.num_vertices)
10721 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10722 rsurface.matrix = identitymatrix;
10723 rsurface.inversematrix = identitymatrix;
10724 rsurface.matrixscale = 1;
10725 rsurface.inversematrixscale = 1;
10726 R_EntityMatrix(&identitymatrix);
10727 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10728 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10729 rsurface.fograngerecip = r_refdef.fograngerecip;
10730 rsurface.fogheightfade = r_refdef.fogheightfade;
10731 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10732 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10733 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10734 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10735 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10736 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10737 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10738 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10739 rsurface.colormod[3] = 1;
10740 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
10741 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10742 rsurface.frameblend[0].lerp = 1;
10743 rsurface.ent_alttextures = false;
10744 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10745 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10746 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10747 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10748 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10749 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10750 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10751 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10752 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10753 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10754 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10755 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10756 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10757 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10758 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10759 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10760 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10761 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10762 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10763 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10764 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10765 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10766 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10767 rsurface.modelelement3i = model->surfmesh.data_element3i;
10768 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10769 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10770 rsurface.modelelement3s = model->surfmesh.data_element3s;
10771 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10772 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10773 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10774 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10775 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10776 rsurface.modelsurfaces = model->data_surfaces;
10777 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10778 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10779 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10780 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10781 rsurface.modelgeneratedvertex = false;
10782 rsurface.batchgeneratedvertex = false;
10783 rsurface.batchfirstvertex = 0;
10784 rsurface.batchnumvertices = 0;
10785 rsurface.batchfirsttriangle = 0;
10786 rsurface.batchnumtriangles = 0;
10787 rsurface.batchvertex3f = NULL;
10788 rsurface.batchvertex3f_vertexbuffer = NULL;
10789 rsurface.batchvertex3f_bufferoffset = 0;
10790 rsurface.batchsvector3f = NULL;
10791 rsurface.batchsvector3f_vertexbuffer = NULL;
10792 rsurface.batchsvector3f_bufferoffset = 0;
10793 rsurface.batchtvector3f = NULL;
10794 rsurface.batchtvector3f_vertexbuffer = NULL;
10795 rsurface.batchtvector3f_bufferoffset = 0;
10796 rsurface.batchnormal3f = NULL;
10797 rsurface.batchnormal3f_vertexbuffer = NULL;
10798 rsurface.batchnormal3f_bufferoffset = 0;
10799 rsurface.batchlightmapcolor4f = NULL;
10800 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10801 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10802 rsurface.batchtexcoordtexture2f = NULL;
10803 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10804 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10805 rsurface.batchtexcoordlightmap2f = NULL;
10806 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10807 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10808 rsurface.batchvertexmesh = NULL;
10809 rsurface.batchvertexmeshbuffer = NULL;
10810 rsurface.batchvertexposition = NULL;
10811 rsurface.batchvertexpositionbuffer = NULL;
10812 rsurface.batchelement3i = NULL;
10813 rsurface.batchelement3i_indexbuffer = NULL;
10814 rsurface.batchelement3i_bufferoffset = 0;
10815 rsurface.batchelement3s = NULL;
10816 rsurface.batchelement3s_indexbuffer = NULL;
10817 rsurface.batchelement3s_bufferoffset = 0;
10818 rsurface.passcolor4f = NULL;
10819 rsurface.passcolor4f_vertexbuffer = NULL;
10820 rsurface.passcolor4f_bufferoffset = 0;
10823 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10825 dp_model_t *model = ent->model;
10826 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10828 rsurface.entity = (entity_render_t *)ent;
10829 rsurface.skeleton = ent->skeleton;
10830 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10831 rsurface.ent_skinnum = ent->skinnum;
10832 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
10833 rsurface.ent_shadertime = ent->shadertime;
10834 rsurface.ent_flags = ent->flags;
10835 if (rsurface.array_size < model->surfmesh.num_vertices)
10836 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10837 rsurface.matrix = ent->matrix;
10838 rsurface.inversematrix = ent->inversematrix;
10839 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10840 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10841 R_EntityMatrix(&rsurface.matrix);
10842 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10843 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10844 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10845 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10846 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10847 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10848 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10849 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10850 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10851 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10852 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10853 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10854 rsurface.colormod[3] = ent->alpha;
10855 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10856 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10857 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10858 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10859 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10860 if (ent->model->brush.submodel && !prepass)
10862 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10863 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10865 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10867 if (ent->animcache_vertex3f && !r_framedata_failed)
10869 rsurface.modelvertex3f = ent->animcache_vertex3f;
10870 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10871 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10872 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10873 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10874 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10875 rsurface.modelvertexposition = ent->animcache_vertexposition;
10876 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10878 else if (wanttangents)
10880 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10881 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10882 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10883 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10884 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10885 rsurface.modelvertexmesh = NULL;
10886 rsurface.modelvertexmeshbuffer = NULL;
10887 rsurface.modelvertexposition = NULL;
10888 rsurface.modelvertexpositionbuffer = NULL;
10890 else if (wantnormals)
10892 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10893 rsurface.modelsvector3f = NULL;
10894 rsurface.modeltvector3f = NULL;
10895 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10896 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10897 rsurface.modelvertexmesh = NULL;
10898 rsurface.modelvertexmeshbuffer = NULL;
10899 rsurface.modelvertexposition = NULL;
10900 rsurface.modelvertexpositionbuffer = NULL;
10904 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10905 rsurface.modelsvector3f = NULL;
10906 rsurface.modeltvector3f = NULL;
10907 rsurface.modelnormal3f = NULL;
10908 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10909 rsurface.modelvertexmesh = NULL;
10910 rsurface.modelvertexmeshbuffer = NULL;
10911 rsurface.modelvertexposition = NULL;
10912 rsurface.modelvertexpositionbuffer = NULL;
10914 rsurface.modelvertex3f_vertexbuffer = 0;
10915 rsurface.modelvertex3f_bufferoffset = 0;
10916 rsurface.modelsvector3f_vertexbuffer = 0;
10917 rsurface.modelsvector3f_bufferoffset = 0;
10918 rsurface.modeltvector3f_vertexbuffer = 0;
10919 rsurface.modeltvector3f_bufferoffset = 0;
10920 rsurface.modelnormal3f_vertexbuffer = 0;
10921 rsurface.modelnormal3f_bufferoffset = 0;
10922 rsurface.modelgeneratedvertex = true;
10926 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10927 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10928 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10929 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10930 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10931 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10932 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10933 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10934 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10935 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10936 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10937 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10938 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10939 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10940 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10941 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10942 rsurface.modelgeneratedvertex = false;
10944 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10945 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10946 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10947 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10948 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10949 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10950 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10951 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10952 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10953 rsurface.modelelement3i = model->surfmesh.data_element3i;
10954 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10955 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10956 rsurface.modelelement3s = model->surfmesh.data_element3s;
10957 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10958 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10959 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10960 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10961 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10962 rsurface.modelsurfaces = model->data_surfaces;
10963 rsurface.batchgeneratedvertex = false;
10964 rsurface.batchfirstvertex = 0;
10965 rsurface.batchnumvertices = 0;
10966 rsurface.batchfirsttriangle = 0;
10967 rsurface.batchnumtriangles = 0;
10968 rsurface.batchvertex3f = NULL;
10969 rsurface.batchvertex3f_vertexbuffer = NULL;
10970 rsurface.batchvertex3f_bufferoffset = 0;
10971 rsurface.batchsvector3f = NULL;
10972 rsurface.batchsvector3f_vertexbuffer = NULL;
10973 rsurface.batchsvector3f_bufferoffset = 0;
10974 rsurface.batchtvector3f = NULL;
10975 rsurface.batchtvector3f_vertexbuffer = NULL;
10976 rsurface.batchtvector3f_bufferoffset = 0;
10977 rsurface.batchnormal3f = NULL;
10978 rsurface.batchnormal3f_vertexbuffer = NULL;
10979 rsurface.batchnormal3f_bufferoffset = 0;
10980 rsurface.batchlightmapcolor4f = NULL;
10981 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10982 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10983 rsurface.batchtexcoordtexture2f = NULL;
10984 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10985 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10986 rsurface.batchtexcoordlightmap2f = NULL;
10987 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10988 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10989 rsurface.batchvertexmesh = NULL;
10990 rsurface.batchvertexmeshbuffer = NULL;
10991 rsurface.batchvertexposition = NULL;
10992 rsurface.batchvertexpositionbuffer = NULL;
10993 rsurface.batchelement3i = NULL;
10994 rsurface.batchelement3i_indexbuffer = NULL;
10995 rsurface.batchelement3i_bufferoffset = 0;
10996 rsurface.batchelement3s = NULL;
10997 rsurface.batchelement3s_indexbuffer = NULL;
10998 rsurface.batchelement3s_bufferoffset = 0;
10999 rsurface.passcolor4f = NULL;
11000 rsurface.passcolor4f_vertexbuffer = NULL;
11001 rsurface.passcolor4f_bufferoffset = 0;
11004 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
11008 rsurface.entity = r_refdef.scene.worldentity;
11009 rsurface.skeleton = NULL;
11010 rsurface.ent_skinnum = 0;
11011 rsurface.ent_qwskin = -1;
11012 rsurface.ent_shadertime = shadertime;
11013 rsurface.ent_flags = entflags;
11014 rsurface.modelnumvertices = numvertices;
11015 rsurface.modelnumtriangles = numtriangles;
11016 if (rsurface.array_size < rsurface.modelnumvertices)
11017 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11018 rsurface.matrix = *matrix;
11019 rsurface.inversematrix = *inversematrix;
11020 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11021 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11022 R_EntityMatrix(&rsurface.matrix);
11023 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11024 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11025 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11026 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11027 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11028 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11029 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11030 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11031 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11032 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11033 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11034 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11035 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
11036 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11037 rsurface.frameblend[0].lerp = 1;
11038 rsurface.ent_alttextures = false;
11039 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11040 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11043 rsurface.modelvertex3f = vertex3f;
11044 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11045 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11046 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11048 else if (wantnormals)
11050 rsurface.modelvertex3f = vertex3f;
11051 rsurface.modelsvector3f = NULL;
11052 rsurface.modeltvector3f = NULL;
11053 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11057 rsurface.modelvertex3f = vertex3f;
11058 rsurface.modelsvector3f = NULL;
11059 rsurface.modeltvector3f = NULL;
11060 rsurface.modelnormal3f = NULL;
11062 rsurface.modelvertexmesh = NULL;
11063 rsurface.modelvertexmeshbuffer = NULL;
11064 rsurface.modelvertexposition = NULL;
11065 rsurface.modelvertexpositionbuffer = NULL;
11066 rsurface.modelvertex3f_vertexbuffer = 0;
11067 rsurface.modelvertex3f_bufferoffset = 0;
11068 rsurface.modelsvector3f_vertexbuffer = 0;
11069 rsurface.modelsvector3f_bufferoffset = 0;
11070 rsurface.modeltvector3f_vertexbuffer = 0;
11071 rsurface.modeltvector3f_bufferoffset = 0;
11072 rsurface.modelnormal3f_vertexbuffer = 0;
11073 rsurface.modelnormal3f_bufferoffset = 0;
11074 rsurface.modelgeneratedvertex = true;
11075 rsurface.modellightmapcolor4f = color4f;
11076 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11077 rsurface.modellightmapcolor4f_bufferoffset = 0;
11078 rsurface.modeltexcoordtexture2f = texcoord2f;
11079 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11080 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11081 rsurface.modeltexcoordlightmap2f = NULL;
11082 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11083 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11084 rsurface.modelelement3i = element3i;
11085 rsurface.modelelement3i_indexbuffer = NULL;
11086 rsurface.modelelement3i_bufferoffset = 0;
11087 rsurface.modelelement3s = element3s;
11088 rsurface.modelelement3s_indexbuffer = NULL;
11089 rsurface.modelelement3s_bufferoffset = 0;
11090 rsurface.modellightmapoffsets = NULL;
11091 rsurface.modelsurfaces = NULL;
11092 rsurface.batchgeneratedvertex = false;
11093 rsurface.batchfirstvertex = 0;
11094 rsurface.batchnumvertices = 0;
11095 rsurface.batchfirsttriangle = 0;
11096 rsurface.batchnumtriangles = 0;
11097 rsurface.batchvertex3f = NULL;
11098 rsurface.batchvertex3f_vertexbuffer = NULL;
11099 rsurface.batchvertex3f_bufferoffset = 0;
11100 rsurface.batchsvector3f = NULL;
11101 rsurface.batchsvector3f_vertexbuffer = NULL;
11102 rsurface.batchsvector3f_bufferoffset = 0;
11103 rsurface.batchtvector3f = NULL;
11104 rsurface.batchtvector3f_vertexbuffer = NULL;
11105 rsurface.batchtvector3f_bufferoffset = 0;
11106 rsurface.batchnormal3f = NULL;
11107 rsurface.batchnormal3f_vertexbuffer = NULL;
11108 rsurface.batchnormal3f_bufferoffset = 0;
11109 rsurface.batchlightmapcolor4f = NULL;
11110 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11111 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11112 rsurface.batchtexcoordtexture2f = NULL;
11113 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11114 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11115 rsurface.batchtexcoordlightmap2f = NULL;
11116 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11117 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11118 rsurface.batchvertexmesh = NULL;
11119 rsurface.batchvertexmeshbuffer = NULL;
11120 rsurface.batchvertexposition = NULL;
11121 rsurface.batchvertexpositionbuffer = NULL;
11122 rsurface.batchelement3i = NULL;
11123 rsurface.batchelement3i_indexbuffer = NULL;
11124 rsurface.batchelement3i_bufferoffset = 0;
11125 rsurface.batchelement3s = NULL;
11126 rsurface.batchelement3s_indexbuffer = NULL;
11127 rsurface.batchelement3s_bufferoffset = 0;
11128 rsurface.passcolor4f = NULL;
11129 rsurface.passcolor4f_vertexbuffer = NULL;
11130 rsurface.passcolor4f_bufferoffset = 0;
11132 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11134 if ((wantnormals || wanttangents) && !normal3f)
11136 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11137 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11139 if (wanttangents && !svector3f)
11141 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11142 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11143 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11147 // now convert arrays into vertexmesh structs
11148 for (i = 0;i < numvertices;i++)
11150 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11151 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11152 if (rsurface.modelsvector3f)
11153 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11154 if (rsurface.modeltvector3f)
11155 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11156 if (rsurface.modelnormal3f)
11157 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11158 if (rsurface.modellightmapcolor4f)
11159 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11160 if (rsurface.modeltexcoordtexture2f)
11161 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11162 if (rsurface.modeltexcoordlightmap2f)
11163 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11167 float RSurf_FogPoint(const float *v)
11169 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11170 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11171 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11172 float FogHeightFade = r_refdef.fogheightfade;
11174 unsigned int fogmasktableindex;
11175 if (r_refdef.fogplaneviewabove)
11176 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11178 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11179 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11180 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11183 float RSurf_FogVertex(const float *v)
11185 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11186 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11187 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11188 float FogHeightFade = rsurface.fogheightfade;
11190 unsigned int fogmasktableindex;
11191 if (r_refdef.fogplaneviewabove)
11192 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11194 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11195 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11196 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11199 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11202 for (i = 0;i < numelements;i++)
11203 outelement3i[i] = inelement3i[i] + adjust;
11206 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11207 extern cvar_t gl_vbo;
11208 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11216 int surfacefirsttriangle;
11217 int surfacenumtriangles;
11218 int surfacefirstvertex;
11219 int surfaceendvertex;
11220 int surfacenumvertices;
11224 qboolean dynamicvertex;
11228 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11229 float waveparms[4];
11230 q3shaderinfo_deform_t *deform;
11231 const msurface_t *surface, *firstsurface;
11232 r_vertexposition_t *vertexposition;
11233 r_vertexmesh_t *vertexmesh;
11234 if (!texturenumsurfaces)
11236 // find vertex range of this surface batch
11238 firstsurface = texturesurfacelist[0];
11239 firsttriangle = firstsurface->num_firsttriangle;
11241 firstvertex = endvertex = firstsurface->num_firstvertex;
11242 for (i = 0;i < texturenumsurfaces;i++)
11244 surface = texturesurfacelist[i];
11245 if (surface != firstsurface + i)
11247 surfacefirstvertex = surface->num_firstvertex;
11248 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11249 surfacenumtriangles = surface->num_triangles;
11250 if (firstvertex > surfacefirstvertex)
11251 firstvertex = surfacefirstvertex;
11252 if (endvertex < surfaceendvertex)
11253 endvertex = surfaceendvertex;
11254 numtriangles += surfacenumtriangles;
11259 // we now know the vertex range used, and if there are any gaps in it
11260 rsurface.batchfirstvertex = firstvertex;
11261 rsurface.batchnumvertices = endvertex - firstvertex;
11262 rsurface.batchfirsttriangle = firsttriangle;
11263 rsurface.batchnumtriangles = numtriangles;
11265 // this variable holds flags for which properties have been updated that
11266 // may require regenerating vertexmesh or vertexposition arrays...
11269 // check if any dynamic vertex processing must occur
11270 dynamicvertex = false;
11272 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11273 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11274 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11276 switch (deform->deform)
11279 case Q3DEFORM_PROJECTIONSHADOW:
11280 case Q3DEFORM_TEXT0:
11281 case Q3DEFORM_TEXT1:
11282 case Q3DEFORM_TEXT2:
11283 case Q3DEFORM_TEXT3:
11284 case Q3DEFORM_TEXT4:
11285 case Q3DEFORM_TEXT5:
11286 case Q3DEFORM_TEXT6:
11287 case Q3DEFORM_TEXT7:
11288 case Q3DEFORM_NONE:
11290 case Q3DEFORM_AUTOSPRITE:
11291 dynamicvertex = true;
11292 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11293 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11295 case Q3DEFORM_AUTOSPRITE2:
11296 dynamicvertex = true;
11297 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11298 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11300 case Q3DEFORM_NORMAL:
11301 dynamicvertex = true;
11302 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11303 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11305 case Q3DEFORM_WAVE:
11306 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11307 break; // if wavefunc is a nop, ignore this transform
11308 dynamicvertex = true;
11309 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11310 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11312 case Q3DEFORM_BULGE:
11313 dynamicvertex = true;
11314 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11315 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11317 case Q3DEFORM_MOVE:
11318 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11319 break; // if wavefunc is a nop, ignore this transform
11320 dynamicvertex = true;
11321 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11322 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11326 switch(rsurface.texture->tcgen.tcgen)
11329 case Q3TCGEN_TEXTURE:
11331 case Q3TCGEN_LIGHTMAP:
11332 dynamicvertex = true;
11333 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11334 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11336 case Q3TCGEN_VECTOR:
11337 dynamicvertex = true;
11338 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11339 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11341 case Q3TCGEN_ENVIRONMENT:
11342 dynamicvertex = true;
11343 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11344 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11347 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11349 dynamicvertex = true;
11350 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11351 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11354 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11356 dynamicvertex = true;
11357 batchneed |= BATCHNEED_NOGAPS;
11358 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11361 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11363 dynamicvertex = true;
11364 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11365 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11368 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11370 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11371 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11372 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11373 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11374 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11375 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11376 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11379 // when the model data has no vertex buffer (dynamic mesh), we need to
11381 if (!rsurface.modelvertexmeshbuffer)
11382 batchneed |= BATCHNEED_NOGAPS;
11384 // if needsupdate, we have to do a dynamic vertex batch for sure
11385 if (needsupdate & batchneed)
11386 dynamicvertex = true;
11388 // see if we need to build vertexmesh from arrays
11389 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11390 dynamicvertex = true;
11392 // see if we need to build vertexposition from arrays
11393 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11394 dynamicvertex = true;
11396 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11397 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11398 dynamicvertex = true;
11400 // if there is a chance of animated vertex colors, it's a dynamic batch
11401 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11402 dynamicvertex = true;
11404 rsurface.batchvertex3f = rsurface.modelvertex3f;
11405 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11406 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11407 rsurface.batchsvector3f = rsurface.modelsvector3f;
11408 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11409 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11410 rsurface.batchtvector3f = rsurface.modeltvector3f;
11411 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11412 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11413 rsurface.batchnormal3f = rsurface.modelnormal3f;
11414 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11415 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11416 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11417 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11418 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11419 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11420 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11421 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11422 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11423 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11424 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11425 rsurface.batchvertexposition = rsurface.modelvertexposition;
11426 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11427 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11428 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11429 rsurface.batchelement3i = rsurface.modelelement3i;
11430 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11431 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11432 rsurface.batchelement3s = rsurface.modelelement3s;
11433 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11434 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11436 // if any dynamic vertex processing has to occur in software, we copy the
11437 // entire surface list together before processing to rebase the vertices
11438 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11440 // if any gaps exist and we do not have a static vertex buffer, we have to
11441 // copy the surface list together to avoid wasting upload bandwidth on the
11442 // vertices in the gaps.
11444 // if gaps exist and we have a static vertex buffer, we still have to
11445 // combine the index buffer ranges into one dynamic index buffer.
11447 // in all cases we end up with data that can be drawn in one call.
11449 if (!dynamicvertex)
11451 // static vertex data, just set pointers...
11452 rsurface.batchgeneratedvertex = false;
11453 // if there are gaps, we want to build a combined index buffer,
11454 // otherwise use the original static buffer with an appropriate offset
11459 for (i = 0;i < texturenumsurfaces;i++)
11461 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11462 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11463 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11464 numtriangles += surfacenumtriangles;
11466 rsurface.batchelement3i = rsurface.array_batchelement3i;
11467 rsurface.batchelement3i_indexbuffer = NULL;
11468 rsurface.batchelement3i_bufferoffset = 0;
11469 rsurface.batchelement3s = NULL;
11470 rsurface.batchelement3s_indexbuffer = NULL;
11471 rsurface.batchelement3s_bufferoffset = 0;
11472 if (endvertex <= 65536)
11474 rsurface.batchelement3s = rsurface.array_batchelement3s;
11475 for (i = 0;i < numtriangles*3;i++)
11476 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11478 rsurface.batchfirsttriangle = firsttriangle;
11479 rsurface.batchnumtriangles = numtriangles;
11484 // something needs software processing, do it for real...
11485 // we only directly handle interleaved array data in this case...
11486 rsurface.batchgeneratedvertex = true;
11488 // now copy the vertex data into a combined array and make an index array
11489 // (this is what Quake3 does all the time)
11490 //if (gaps || rsurface.batchfirstvertex)
11492 rsurface.batchvertexposition = NULL;
11493 rsurface.batchvertexpositionbuffer = NULL;
11494 rsurface.batchvertexmesh = NULL;
11495 rsurface.batchvertexmeshbuffer = NULL;
11496 rsurface.batchvertex3f = NULL;
11497 rsurface.batchvertex3f_vertexbuffer = NULL;
11498 rsurface.batchvertex3f_bufferoffset = 0;
11499 rsurface.batchsvector3f = NULL;
11500 rsurface.batchsvector3f_vertexbuffer = NULL;
11501 rsurface.batchsvector3f_bufferoffset = 0;
11502 rsurface.batchtvector3f = NULL;
11503 rsurface.batchtvector3f_vertexbuffer = NULL;
11504 rsurface.batchtvector3f_bufferoffset = 0;
11505 rsurface.batchnormal3f = NULL;
11506 rsurface.batchnormal3f_vertexbuffer = NULL;
11507 rsurface.batchnormal3f_bufferoffset = 0;
11508 rsurface.batchlightmapcolor4f = NULL;
11509 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11510 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11511 rsurface.batchtexcoordtexture2f = NULL;
11512 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11513 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11514 rsurface.batchtexcoordlightmap2f = NULL;
11515 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11516 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11517 rsurface.batchelement3i = rsurface.array_batchelement3i;
11518 rsurface.batchelement3i_indexbuffer = NULL;
11519 rsurface.batchelement3i_bufferoffset = 0;
11520 rsurface.batchelement3s = NULL;
11521 rsurface.batchelement3s_indexbuffer = NULL;
11522 rsurface.batchelement3s_bufferoffset = 0;
11523 // we'll only be setting up certain arrays as needed
11524 if (batchneed & BATCHNEED_VERTEXPOSITION)
11525 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11526 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11527 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11528 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11529 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11530 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11531 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11532 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11534 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11535 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11537 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11538 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11539 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11540 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11541 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11542 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11545 for (i = 0;i < texturenumsurfaces;i++)
11547 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11548 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11549 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11550 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11551 // copy only the data requested
11552 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11553 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11554 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11555 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11556 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11558 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11559 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11560 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11561 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11562 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11564 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11565 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11567 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11568 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11569 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11570 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11571 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11572 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11574 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11575 numvertices += surfacenumvertices;
11576 numtriangles += surfacenumtriangles;
11579 // generate a 16bit index array as well if possible
11580 // (in general, dynamic batches fit)
11581 if (numvertices <= 65536)
11583 rsurface.batchelement3s = rsurface.array_batchelement3s;
11584 for (i = 0;i < numtriangles*3;i++)
11585 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11588 // since we've copied everything, the batch now starts at 0
11589 rsurface.batchfirstvertex = 0;
11590 rsurface.batchnumvertices = numvertices;
11591 rsurface.batchfirsttriangle = 0;
11592 rsurface.batchnumtriangles = numtriangles;
11595 // q1bsp surfaces rendered in vertex color mode have to have colors
11596 // calculated based on lightstyles
11597 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11599 // generate color arrays for the surfaces in this list
11603 const int *offsets;
11604 const unsigned char *lm;
11606 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11607 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11608 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11609 for (i = 0;i < texturenumsurfaces;i++)
11611 surface = texturesurfacelist[i];
11612 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11613 surfacenumvertices = surface->num_vertices;
11614 if (surface->lightmapinfo->samples)
11616 for (j = 0;j < surfacenumvertices;j++)
11618 lm = surface->lightmapinfo->samples + offsets[j];
11619 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11620 VectorScale(lm, scale, c);
11621 if (surface->lightmapinfo->styles[1] != 255)
11623 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11625 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11626 VectorMA(c, scale, lm, c);
11627 if (surface->lightmapinfo->styles[2] != 255)
11630 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11631 VectorMA(c, scale, lm, c);
11632 if (surface->lightmapinfo->styles[3] != 255)
11635 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11636 VectorMA(c, scale, lm, c);
11643 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11649 for (j = 0;j < surfacenumvertices;j++)
11651 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11658 // if vertices are deformed (sprite flares and things in maps, possibly
11659 // water waves, bulges and other deformations), modify the copied vertices
11661 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11663 switch (deform->deform)
11666 case Q3DEFORM_PROJECTIONSHADOW:
11667 case Q3DEFORM_TEXT0:
11668 case Q3DEFORM_TEXT1:
11669 case Q3DEFORM_TEXT2:
11670 case Q3DEFORM_TEXT3:
11671 case Q3DEFORM_TEXT4:
11672 case Q3DEFORM_TEXT5:
11673 case Q3DEFORM_TEXT6:
11674 case Q3DEFORM_TEXT7:
11675 case Q3DEFORM_NONE:
11677 case Q3DEFORM_AUTOSPRITE:
11678 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11679 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11680 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11681 VectorNormalize(newforward);
11682 VectorNormalize(newright);
11683 VectorNormalize(newup);
11684 // a single autosprite surface can contain multiple sprites...
11685 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11687 VectorClear(center);
11688 for (i = 0;i < 4;i++)
11689 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11690 VectorScale(center, 0.25f, center);
11691 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11692 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11693 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11694 for (i = 0;i < 4;i++)
11696 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11697 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11700 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11701 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11702 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11703 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11704 rsurface.batchvertex3f_vertexbuffer = NULL;
11705 rsurface.batchvertex3f_bufferoffset = 0;
11706 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11707 rsurface.batchsvector3f_vertexbuffer = NULL;
11708 rsurface.batchsvector3f_bufferoffset = 0;
11709 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11710 rsurface.batchtvector3f_vertexbuffer = NULL;
11711 rsurface.batchtvector3f_bufferoffset = 0;
11712 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11713 rsurface.batchnormal3f_vertexbuffer = NULL;
11714 rsurface.batchnormal3f_bufferoffset = 0;
11716 case Q3DEFORM_AUTOSPRITE2:
11717 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11718 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11719 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11720 VectorNormalize(newforward);
11721 VectorNormalize(newright);
11722 VectorNormalize(newup);
11724 const float *v1, *v2;
11734 memset(shortest, 0, sizeof(shortest));
11735 // a single autosprite surface can contain multiple sprites...
11736 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11738 VectorClear(center);
11739 for (i = 0;i < 4;i++)
11740 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11741 VectorScale(center, 0.25f, center);
11742 // find the two shortest edges, then use them to define the
11743 // axis vectors for rotating around the central axis
11744 for (i = 0;i < 6;i++)
11746 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11747 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11748 l = VectorDistance2(v1, v2);
11749 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11750 if (v1[2] != v2[2])
11751 l += (1.0f / 1024.0f);
11752 if (shortest[0].length2 > l || i == 0)
11754 shortest[1] = shortest[0];
11755 shortest[0].length2 = l;
11756 shortest[0].v1 = v1;
11757 shortest[0].v2 = v2;
11759 else if (shortest[1].length2 > l || i == 1)
11761 shortest[1].length2 = l;
11762 shortest[1].v1 = v1;
11763 shortest[1].v2 = v2;
11766 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11767 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11768 // this calculates the right vector from the shortest edge
11769 // and the up vector from the edge midpoints
11770 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11771 VectorNormalize(right);
11772 VectorSubtract(end, start, up);
11773 VectorNormalize(up);
11774 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11775 VectorSubtract(rsurface.localvieworigin, center, forward);
11776 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11777 VectorNegate(forward, forward);
11778 VectorReflect(forward, 0, up, forward);
11779 VectorNormalize(forward);
11780 CrossProduct(up, forward, newright);
11781 VectorNormalize(newright);
11782 // rotate the quad around the up axis vector, this is made
11783 // especially easy by the fact we know the quad is flat,
11784 // so we only have to subtract the center position and
11785 // measure distance along the right vector, and then
11786 // multiply that by the newright vector and add back the
11788 // we also need to subtract the old position to undo the
11789 // displacement from the center, which we do with a
11790 // DotProduct, the subtraction/addition of center is also
11791 // optimized into DotProducts here
11792 l = DotProduct(right, center);
11793 for (i = 0;i < 4;i++)
11795 v1 = rsurface.batchvertex3f + 3*(j+i);
11796 f = DotProduct(right, v1) - l;
11797 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11801 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11802 rsurface.batchvertex3f_vertexbuffer = NULL;
11803 rsurface.batchvertex3f_bufferoffset = 0;
11804 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11806 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11807 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11808 rsurface.batchnormal3f_vertexbuffer = NULL;
11809 rsurface.batchnormal3f_bufferoffset = 0;
11811 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11813 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11814 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11815 rsurface.batchsvector3f_vertexbuffer = NULL;
11816 rsurface.batchsvector3f_bufferoffset = 0;
11817 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11818 rsurface.batchtvector3f_vertexbuffer = NULL;
11819 rsurface.batchtvector3f_bufferoffset = 0;
11822 case Q3DEFORM_NORMAL:
11823 // deform the normals to make reflections wavey
11824 for (j = 0;j < rsurface.batchnumvertices;j++)
11827 float *normal = rsurface.array_batchnormal3f + 3*j;
11828 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11829 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11830 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11831 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11832 VectorNormalize(normal);
11834 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11835 rsurface.batchnormal3f_vertexbuffer = NULL;
11836 rsurface.batchnormal3f_bufferoffset = 0;
11837 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11839 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11840 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11841 rsurface.batchsvector3f_vertexbuffer = NULL;
11842 rsurface.batchsvector3f_bufferoffset = 0;
11843 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11844 rsurface.batchtvector3f_vertexbuffer = NULL;
11845 rsurface.batchtvector3f_bufferoffset = 0;
11848 case Q3DEFORM_WAVE:
11849 // deform vertex array to make wavey water and flags and such
11850 waveparms[0] = deform->waveparms[0];
11851 waveparms[1] = deform->waveparms[1];
11852 waveparms[2] = deform->waveparms[2];
11853 waveparms[3] = deform->waveparms[3];
11854 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11855 break; // if wavefunc is a nop, don't make a dynamic vertex array
11856 // this is how a divisor of vertex influence on deformation
11857 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11858 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11859 for (j = 0;j < rsurface.batchnumvertices;j++)
11861 // if the wavefunc depends on time, evaluate it per-vertex
11864 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11865 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11867 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11869 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11870 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11871 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11872 rsurface.batchvertex3f_vertexbuffer = NULL;
11873 rsurface.batchvertex3f_bufferoffset = 0;
11874 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11875 rsurface.batchnormal3f_vertexbuffer = NULL;
11876 rsurface.batchnormal3f_bufferoffset = 0;
11877 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11879 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11880 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11881 rsurface.batchsvector3f_vertexbuffer = NULL;
11882 rsurface.batchsvector3f_bufferoffset = 0;
11883 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11884 rsurface.batchtvector3f_vertexbuffer = NULL;
11885 rsurface.batchtvector3f_bufferoffset = 0;
11888 case Q3DEFORM_BULGE:
11889 // deform vertex array to make the surface have moving bulges
11890 for (j = 0;j < rsurface.batchnumvertices;j++)
11892 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11893 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11895 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11896 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11897 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11898 rsurface.batchvertex3f_vertexbuffer = NULL;
11899 rsurface.batchvertex3f_bufferoffset = 0;
11900 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11901 rsurface.batchnormal3f_vertexbuffer = NULL;
11902 rsurface.batchnormal3f_bufferoffset = 0;
11903 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11905 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11906 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11907 rsurface.batchsvector3f_vertexbuffer = NULL;
11908 rsurface.batchsvector3f_bufferoffset = 0;
11909 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11910 rsurface.batchtvector3f_vertexbuffer = NULL;
11911 rsurface.batchtvector3f_bufferoffset = 0;
11914 case Q3DEFORM_MOVE:
11915 // deform vertex array
11916 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11917 break; // if wavefunc is a nop, don't make a dynamic vertex array
11918 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11919 VectorScale(deform->parms, scale, waveparms);
11920 for (j = 0;j < rsurface.batchnumvertices;j++)
11921 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11922 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11923 rsurface.batchvertex3f_vertexbuffer = NULL;
11924 rsurface.batchvertex3f_bufferoffset = 0;
11929 // generate texcoords based on the chosen texcoord source
11930 switch(rsurface.texture->tcgen.tcgen)
11933 case Q3TCGEN_TEXTURE:
11935 case Q3TCGEN_LIGHTMAP:
11936 if (rsurface.batchtexcoordlightmap2f)
11937 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11938 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11939 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11940 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11942 case Q3TCGEN_VECTOR:
11943 for (j = 0;j < rsurface.batchnumvertices;j++)
11945 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11946 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11948 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11949 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11950 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11952 case Q3TCGEN_ENVIRONMENT:
11953 // make environment reflections using a spheremap
11954 for (j = 0;j < rsurface.batchnumvertices;j++)
11956 // identical to Q3A's method, but executed in worldspace so
11957 // carried models can be shiny too
11959 float viewer[3], d, reflected[3], worldreflected[3];
11961 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11962 // VectorNormalize(viewer);
11964 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11966 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11967 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11968 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11969 // note: this is proportinal to viewer, so we can normalize later
11971 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11972 VectorNormalize(worldreflected);
11974 // note: this sphere map only uses world x and z!
11975 // so positive and negative y will LOOK THE SAME.
11976 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11977 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11979 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11980 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11981 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11984 // the only tcmod that needs software vertex processing is turbulent, so
11985 // check for it here and apply the changes if needed
11986 // and we only support that as the first one
11987 // (handling a mixture of turbulent and other tcmods would be problematic
11988 // without punting it entirely to a software path)
11989 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11991 amplitude = rsurface.texture->tcmods[0].parms[1];
11992 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11993 for (j = 0;j < rsurface.batchnumvertices;j++)
11995 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11996 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11998 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11999 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12000 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12003 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12005 // convert the modified arrays to vertex structs
12006 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12007 rsurface.batchvertexmeshbuffer = NULL;
12008 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12009 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12010 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12011 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12012 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12013 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12014 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12016 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12018 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12019 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12022 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12023 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12024 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12025 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12026 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12027 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12028 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12029 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12030 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12033 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12035 // convert the modified arrays to vertex structs
12036 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12037 rsurface.batchvertexpositionbuffer = NULL;
12038 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12039 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12041 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12042 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12046 void RSurf_DrawBatch(void)
12048 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
12051 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12053 // pick the closest matching water plane
12054 int planeindex, vertexindex, bestplaneindex = -1;
12058 r_waterstate_waterplane_t *p;
12060 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12062 if(p->camera_entity != rsurface.texture->camera_entity)
12065 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12066 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12068 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12069 d += fabs(PlaneDiff(vert, &p->plane));
12071 if (bestd > d || bestplaneindex < 0)
12074 bestplaneindex = planeindex;
12077 return bestplaneindex;
12080 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12083 for (i = 0;i < rsurface.batchnumvertices;i++)
12084 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12085 rsurface.passcolor4f = rsurface.array_passcolor4f;
12086 rsurface.passcolor4f_vertexbuffer = 0;
12087 rsurface.passcolor4f_bufferoffset = 0;
12090 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12097 if (rsurface.passcolor4f)
12099 // generate color arrays
12100 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12102 f = RSurf_FogVertex(v);
12111 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12113 f = RSurf_FogVertex(v);
12120 rsurface.passcolor4f = rsurface.array_passcolor4f;
12121 rsurface.passcolor4f_vertexbuffer = 0;
12122 rsurface.passcolor4f_bufferoffset = 0;
12125 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12132 if (!rsurface.passcolor4f)
12134 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12136 f = RSurf_FogVertex(v);
12137 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12138 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12139 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12142 rsurface.passcolor4f = rsurface.array_passcolor4f;
12143 rsurface.passcolor4f_vertexbuffer = 0;
12144 rsurface.passcolor4f_bufferoffset = 0;
12147 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12152 if (!rsurface.passcolor4f)
12154 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12161 rsurface.passcolor4f = rsurface.array_passcolor4f;
12162 rsurface.passcolor4f_vertexbuffer = 0;
12163 rsurface.passcolor4f_bufferoffset = 0;
12166 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12171 if (!rsurface.passcolor4f)
12173 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12175 c2[0] = c[0] + r_refdef.scene.ambient;
12176 c2[1] = c[1] + r_refdef.scene.ambient;
12177 c2[2] = c[2] + r_refdef.scene.ambient;
12180 rsurface.passcolor4f = rsurface.array_passcolor4f;
12181 rsurface.passcolor4f_vertexbuffer = 0;
12182 rsurface.passcolor4f_bufferoffset = 0;
12185 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12188 rsurface.passcolor4f = NULL;
12189 rsurface.passcolor4f_vertexbuffer = 0;
12190 rsurface.passcolor4f_bufferoffset = 0;
12191 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12192 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12193 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12194 GL_Color(r, g, b, a);
12195 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12199 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12201 // TODO: optimize applyfog && applycolor case
12202 // just apply fog if necessary, and tint the fog color array if necessary
12203 rsurface.passcolor4f = NULL;
12204 rsurface.passcolor4f_vertexbuffer = 0;
12205 rsurface.passcolor4f_bufferoffset = 0;
12206 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12207 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12208 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12209 GL_Color(r, g, b, a);
12213 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12216 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12217 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12218 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12219 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12220 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12221 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12222 GL_Color(r, g, b, a);
12226 static void RSurf_DrawBatch_GL11_ClampColor(void)
12231 if (!rsurface.passcolor4f)
12233 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12235 c2[0] = bound(0.0f, c1[0], 1.0f);
12236 c2[1] = bound(0.0f, c1[1], 1.0f);
12237 c2[2] = bound(0.0f, c1[2], 1.0f);
12238 c2[3] = bound(0.0f, c1[3], 1.0f);
12242 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12252 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12254 f = -DotProduct(r_refdef.view.forward, n);
12256 f = f * 0.85 + 0.15; // work around so stuff won't get black
12257 f *= r_refdef.lightmapintensity;
12258 Vector4Set(c, f, f, f, 1);
12261 rsurface.passcolor4f = rsurface.array_passcolor4f;
12262 rsurface.passcolor4f_vertexbuffer = 0;
12263 rsurface.passcolor4f_bufferoffset = 0;
12266 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12268 RSurf_DrawBatch_GL11_ApplyFakeLight();
12269 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12270 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12271 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12272 GL_Color(r, g, b, a);
12276 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12284 vec3_t ambientcolor;
12285 vec3_t diffusecolor;
12289 VectorCopy(rsurface.modellight_lightdir, lightdir);
12290 f = 0.5f * r_refdef.lightmapintensity;
12291 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12292 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12293 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12294 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12295 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12296 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12298 if (VectorLength2(diffusecolor) > 0)
12300 // q3-style directional shading
12301 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12303 if ((f = DotProduct(n, lightdir)) > 0)
12304 VectorMA(ambientcolor, f, diffusecolor, c);
12306 VectorCopy(ambientcolor, c);
12313 rsurface.passcolor4f = rsurface.array_passcolor4f;
12314 rsurface.passcolor4f_vertexbuffer = 0;
12315 rsurface.passcolor4f_bufferoffset = 0;
12316 *applycolor = false;
12320 *r = ambientcolor[0];
12321 *g = ambientcolor[1];
12322 *b = ambientcolor[2];
12323 rsurface.passcolor4f = NULL;
12324 rsurface.passcolor4f_vertexbuffer = 0;
12325 rsurface.passcolor4f_bufferoffset = 0;
12329 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12331 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12332 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12333 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12334 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12335 GL_Color(r, g, b, a);
12339 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12345 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12347 f = 1 - RSurf_FogVertex(v);
12355 void RSurf_SetupDepthAndCulling(void)
12357 // submodels are biased to avoid z-fighting with world surfaces that they
12358 // may be exactly overlapping (avoids z-fighting artifacts on certain
12359 // doors and things in Quake maps)
12360 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12361 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12362 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12363 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12366 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12368 // transparent sky would be ridiculous
12369 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12371 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12372 skyrenderlater = true;
12373 RSurf_SetupDepthAndCulling();
12374 GL_DepthMask(true);
12375 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12376 // skymasking on them, and Quake3 never did sky masking (unlike
12377 // software Quake and software Quake2), so disable the sky masking
12378 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12379 // and skymasking also looks very bad when noclipping outside the
12380 // level, so don't use it then either.
12381 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12383 R_Mesh_ResetTextureState();
12384 if (skyrendermasked)
12386 R_SetupShader_DepthOrShadow();
12387 // depth-only (masking)
12388 GL_ColorMask(0,0,0,0);
12389 // just to make sure that braindead drivers don't draw
12390 // anything despite that colormask...
12391 GL_BlendFunc(GL_ZERO, GL_ONE);
12392 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12393 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12397 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12399 GL_BlendFunc(GL_ONE, GL_ZERO);
12400 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12401 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12402 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12405 if (skyrendermasked)
12406 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12408 R_Mesh_ResetTextureState();
12409 GL_Color(1, 1, 1, 1);
12412 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12413 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12414 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12416 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12420 // render screenspace normalmap to texture
12421 GL_DepthMask(true);
12422 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12427 // bind lightmap texture
12429 // water/refraction/reflection/camera surfaces have to be handled specially
12430 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12432 int start, end, startplaneindex;
12433 for (start = 0;start < texturenumsurfaces;start = end)
12435 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12436 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12438 // now that we have a batch using the same planeindex, render it
12439 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12441 // render water or distortion background
12442 GL_DepthMask(true);
12443 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12445 // blend surface on top
12446 GL_DepthMask(false);
12447 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12450 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12452 // render surface with reflection texture as input
12453 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12454 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12461 // render surface batch normally
12462 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12463 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12467 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12469 // OpenGL 1.3 path - anything not completely ancient
12470 qboolean applycolor;
12473 const texturelayer_t *layer;
12474 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12475 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12477 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12480 int layertexrgbscale;
12481 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12483 if (layerindex == 0)
12484 GL_AlphaTest(true);
12487 GL_AlphaTest(false);
12488 GL_DepthFunc(GL_EQUAL);
12491 GL_DepthMask(layer->depthmask && writedepth);
12492 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12493 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12495 layertexrgbscale = 4;
12496 VectorScale(layer->color, 0.25f, layercolor);
12498 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12500 layertexrgbscale = 2;
12501 VectorScale(layer->color, 0.5f, layercolor);
12505 layertexrgbscale = 1;
12506 VectorScale(layer->color, 1.0f, layercolor);
12508 layercolor[3] = layer->color[3];
12509 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12510 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12511 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12512 switch (layer->type)
12514 case TEXTURELAYERTYPE_LITTEXTURE:
12515 // single-pass lightmapped texture with 2x rgbscale
12516 R_Mesh_TexBind(0, r_texture_white);
12517 R_Mesh_TexMatrix(0, NULL);
12518 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12519 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12520 R_Mesh_TexBind(1, layer->texture);
12521 R_Mesh_TexMatrix(1, &layer->texmatrix);
12522 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12523 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12524 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12525 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12526 else if (FAKELIGHT_ENABLED)
12527 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12528 else if (rsurface.uselightmaptexture)
12529 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12531 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12533 case TEXTURELAYERTYPE_TEXTURE:
12534 // singletexture unlit texture with transparency support
12535 R_Mesh_TexBind(0, layer->texture);
12536 R_Mesh_TexMatrix(0, &layer->texmatrix);
12537 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12538 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12539 R_Mesh_TexBind(1, 0);
12540 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12541 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12543 case TEXTURELAYERTYPE_FOG:
12544 // singletexture fogging
12545 if (layer->texture)
12547 R_Mesh_TexBind(0, layer->texture);
12548 R_Mesh_TexMatrix(0, &layer->texmatrix);
12549 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12550 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12554 R_Mesh_TexBind(0, 0);
12555 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12557 R_Mesh_TexBind(1, 0);
12558 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12559 // generate a color array for the fog pass
12560 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12561 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12565 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12570 GL_DepthFunc(GL_LEQUAL);
12571 GL_AlphaTest(false);
12575 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12577 // OpenGL 1.1 - crusty old voodoo path
12580 const texturelayer_t *layer;
12581 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12582 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12584 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12586 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12588 if (layerindex == 0)
12589 GL_AlphaTest(true);
12592 GL_AlphaTest(false);
12593 GL_DepthFunc(GL_EQUAL);
12596 GL_DepthMask(layer->depthmask && writedepth);
12597 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12598 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12599 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12600 switch (layer->type)
12602 case TEXTURELAYERTYPE_LITTEXTURE:
12603 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12605 // two-pass lit texture with 2x rgbscale
12606 // first the lightmap pass
12607 R_Mesh_TexBind(0, r_texture_white);
12608 R_Mesh_TexMatrix(0, NULL);
12609 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12610 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12611 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12612 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12613 else if (FAKELIGHT_ENABLED)
12614 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12615 else if (rsurface.uselightmaptexture)
12616 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12618 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12619 // then apply the texture to it
12620 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12621 R_Mesh_TexBind(0, layer->texture);
12622 R_Mesh_TexMatrix(0, &layer->texmatrix);
12623 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12624 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12625 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
12629 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12630 R_Mesh_TexBind(0, layer->texture);
12631 R_Mesh_TexMatrix(0, &layer->texmatrix);
12632 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12633 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12634 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12635 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12637 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12640 case TEXTURELAYERTYPE_TEXTURE:
12641 // singletexture unlit texture with transparency support
12642 R_Mesh_TexBind(0, layer->texture);
12643 R_Mesh_TexMatrix(0, &layer->texmatrix);
12644 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12645 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12646 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12648 case TEXTURELAYERTYPE_FOG:
12649 // singletexture fogging
12650 if (layer->texture)
12652 R_Mesh_TexBind(0, layer->texture);
12653 R_Mesh_TexMatrix(0, &layer->texmatrix);
12654 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12655 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12659 R_Mesh_TexBind(0, 0);
12660 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12662 // generate a color array for the fog pass
12663 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12664 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12668 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12671 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12673 GL_DepthFunc(GL_LEQUAL);
12674 GL_AlphaTest(false);
12678 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12682 r_vertexgeneric_t *batchvertex;
12685 GL_AlphaTest(false);
12686 R_Mesh_ResetTextureState();
12687 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12689 if(rsurface.texture && rsurface.texture->currentskinframe)
12691 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12692 c[3] *= rsurface.texture->currentalpha;
12702 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12704 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12705 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12706 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12709 // brighten it up (as texture value 127 means "unlit")
12710 c[0] *= 2 * r_refdef.view.colorscale;
12711 c[1] *= 2 * r_refdef.view.colorscale;
12712 c[2] *= 2 * r_refdef.view.colorscale;
12714 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12715 c[3] *= r_wateralpha.value;
12717 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12719 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12720 GL_DepthMask(false);
12722 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12724 GL_BlendFunc(GL_ONE, GL_ONE);
12725 GL_DepthMask(false);
12727 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12729 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12730 GL_DepthMask(false);
12732 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12734 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12735 GL_DepthMask(false);
12739 GL_BlendFunc(GL_ONE, GL_ZERO);
12740 GL_DepthMask(writedepth);
12743 if (r_showsurfaces.integer == 3)
12745 rsurface.passcolor4f = NULL;
12747 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12749 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12751 rsurface.passcolor4f = NULL;
12752 rsurface.passcolor4f_vertexbuffer = 0;
12753 rsurface.passcolor4f_bufferoffset = 0;
12755 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12757 qboolean applycolor = true;
12760 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12762 r_refdef.lightmapintensity = 1;
12763 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12764 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12766 else if (FAKELIGHT_ENABLED)
12768 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12770 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12771 RSurf_DrawBatch_GL11_ApplyFakeLight();
12772 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12776 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12778 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12779 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12780 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12783 if(!rsurface.passcolor4f)
12784 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12786 RSurf_DrawBatch_GL11_ApplyAmbient();
12787 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12788 if(r_refdef.fogenabled)
12789 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12790 RSurf_DrawBatch_GL11_ClampColor();
12792 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12793 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12796 else if (!r_refdef.view.showdebug)
12798 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12799 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12800 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12802 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12803 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12805 R_Mesh_PrepareVertices_Generic_Unlock();
12808 else if (r_showsurfaces.integer == 4)
12810 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12811 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12812 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12814 unsigned char c = vi << 3;
12815 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12816 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12818 R_Mesh_PrepareVertices_Generic_Unlock();
12821 else if (r_showsurfaces.integer == 2)
12824 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12825 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12826 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12828 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12829 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12830 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12831 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12832 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12833 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12834 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12836 R_Mesh_PrepareVertices_Generic_Unlock();
12837 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12841 int texturesurfaceindex;
12843 const msurface_t *surface;
12844 unsigned char surfacecolor4ub[4];
12845 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12846 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12848 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12850 surface = texturesurfacelist[texturesurfaceindex];
12851 k = (int)(((size_t)surface) / sizeof(msurface_t));
12852 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12853 for (j = 0;j < surface->num_vertices;j++)
12855 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12856 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12860 R_Mesh_PrepareVertices_Generic_Unlock();
12865 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12868 RSurf_SetupDepthAndCulling();
12869 if (r_showsurfaces.integer)
12871 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12874 switch (vid.renderpath)
12876 case RENDERPATH_GL20:
12877 case RENDERPATH_CGGL:
12878 case RENDERPATH_D3D9:
12879 case RENDERPATH_D3D10:
12880 case RENDERPATH_D3D11:
12881 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12883 case RENDERPATH_GL13:
12884 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12886 case RENDERPATH_GL11:
12887 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12893 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12896 RSurf_SetupDepthAndCulling();
12897 if (r_showsurfaces.integer)
12899 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12902 switch (vid.renderpath)
12904 case RENDERPATH_GL20:
12905 case RENDERPATH_CGGL:
12906 case RENDERPATH_D3D9:
12907 case RENDERPATH_D3D10:
12908 case RENDERPATH_D3D11:
12909 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12911 case RENDERPATH_GL13:
12912 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12914 case RENDERPATH_GL11:
12915 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12921 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12924 int texturenumsurfaces, endsurface;
12925 texture_t *texture;
12926 const msurface_t *surface;
12927 #define MAXBATCH_TRANSPARENTSURFACES 256
12928 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12930 // if the model is static it doesn't matter what value we give for
12931 // wantnormals and wanttangents, so this logic uses only rules applicable
12932 // to a model, knowing that they are meaningless otherwise
12933 if (ent == r_refdef.scene.worldentity)
12934 RSurf_ActiveWorldEntity();
12935 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12936 RSurf_ActiveModelEntity(ent, false, false, false);
12939 switch (vid.renderpath)
12941 case RENDERPATH_GL20:
12942 case RENDERPATH_CGGL:
12943 case RENDERPATH_D3D9:
12944 case RENDERPATH_D3D10:
12945 case RENDERPATH_D3D11:
12946 RSurf_ActiveModelEntity(ent, true, true, false);
12948 case RENDERPATH_GL13:
12949 case RENDERPATH_GL11:
12950 RSurf_ActiveModelEntity(ent, true, false, false);
12955 if (r_transparentdepthmasking.integer)
12957 qboolean setup = false;
12958 for (i = 0;i < numsurfaces;i = j)
12961 surface = rsurface.modelsurfaces + surfacelist[i];
12962 texture = surface->texture;
12963 rsurface.texture = R_GetCurrentTexture(texture);
12964 rsurface.lightmaptexture = NULL;
12965 rsurface.deluxemaptexture = NULL;
12966 rsurface.uselightmaptexture = false;
12967 // scan ahead until we find a different texture
12968 endsurface = min(i + 1024, numsurfaces);
12969 texturenumsurfaces = 0;
12970 texturesurfacelist[texturenumsurfaces++] = surface;
12971 for (;j < endsurface;j++)
12973 surface = rsurface.modelsurfaces + surfacelist[j];
12974 if (texture != surface->texture)
12976 texturesurfacelist[texturenumsurfaces++] = surface;
12978 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12980 // render the range of surfaces as depth
12984 GL_ColorMask(0,0,0,0);
12986 GL_DepthTest(true);
12987 GL_BlendFunc(GL_ONE, GL_ZERO);
12988 GL_DepthMask(true);
12989 GL_AlphaTest(false);
12990 R_Mesh_ResetTextureState();
12991 R_SetupShader_DepthOrShadow();
12993 RSurf_SetupDepthAndCulling();
12994 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12995 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12999 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13002 for (i = 0;i < numsurfaces;i = j)
13005 surface = rsurface.modelsurfaces + surfacelist[i];
13006 texture = surface->texture;
13007 rsurface.texture = R_GetCurrentTexture(texture);
13008 // scan ahead until we find a different texture
13009 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13010 texturenumsurfaces = 0;
13011 texturesurfacelist[texturenumsurfaces++] = surface;
13012 if(FAKELIGHT_ENABLED)
13014 rsurface.lightmaptexture = NULL;
13015 rsurface.deluxemaptexture = NULL;
13016 rsurface.uselightmaptexture = false;
13017 for (;j < endsurface;j++)
13019 surface = rsurface.modelsurfaces + surfacelist[j];
13020 if (texture != surface->texture)
13022 texturesurfacelist[texturenumsurfaces++] = surface;
13027 rsurface.lightmaptexture = surface->lightmaptexture;
13028 rsurface.deluxemaptexture = surface->deluxemaptexture;
13029 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13030 for (;j < endsurface;j++)
13032 surface = rsurface.modelsurfaces + surfacelist[j];
13033 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13035 texturesurfacelist[texturenumsurfaces++] = surface;
13038 // render the range of surfaces
13039 if (ent == r_refdef.scene.worldentity)
13040 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13042 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13044 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13045 GL_AlphaTest(false);
13048 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13050 // transparent surfaces get pushed off into the transparent queue
13051 int surfacelistindex;
13052 const msurface_t *surface;
13053 vec3_t tempcenter, center;
13054 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13056 surface = texturesurfacelist[surfacelistindex];
13057 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13058 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13059 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13060 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13061 if (queueentity->transparent_offset) // transparent offset
13063 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13064 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13065 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13067 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13071 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13073 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13075 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13077 RSurf_SetupDepthAndCulling();
13078 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13079 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13083 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13085 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13088 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13091 if (!rsurface.texture->currentnumlayers)
13093 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13094 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13096 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13098 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13099 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13100 else if (!rsurface.texture->currentnumlayers)
13102 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13104 // in the deferred case, transparent surfaces were queued during prepass
13105 if (!r_shadow_usingdeferredprepass)
13106 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13110 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13111 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13116 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13119 texture_t *texture;
13120 // break the surface list down into batches by texture and use of lightmapping
13121 for (i = 0;i < numsurfaces;i = j)
13124 // texture is the base texture pointer, rsurface.texture is the
13125 // current frame/skin the texture is directing us to use (for example
13126 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13127 // use skin 1 instead)
13128 texture = surfacelist[i]->texture;
13129 rsurface.texture = R_GetCurrentTexture(texture);
13130 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13132 // if this texture is not the kind we want, skip ahead to the next one
13133 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13137 if(FAKELIGHT_ENABLED || depthonly || prepass)
13139 rsurface.lightmaptexture = NULL;
13140 rsurface.deluxemaptexture = NULL;
13141 rsurface.uselightmaptexture = false;
13142 // simply scan ahead until we find a different texture or lightmap state
13143 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13148 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13149 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13150 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13151 // simply scan ahead until we find a different texture or lightmap state
13152 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13155 // render the range of surfaces
13156 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13160 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13164 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13167 if (!rsurface.texture->currentnumlayers)
13169 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13170 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13172 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13174 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13175 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13176 else if (!rsurface.texture->currentnumlayers)
13178 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13180 // in the deferred case, transparent surfaces were queued during prepass
13181 if (!r_shadow_usingdeferredprepass)
13182 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13186 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13187 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13192 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13195 texture_t *texture;
13196 // break the surface list down into batches by texture and use of lightmapping
13197 for (i = 0;i < numsurfaces;i = j)
13200 // texture is the base texture pointer, rsurface.texture is the
13201 // current frame/skin the texture is directing us to use (for example
13202 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13203 // use skin 1 instead)
13204 texture = surfacelist[i]->texture;
13205 rsurface.texture = R_GetCurrentTexture(texture);
13206 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13208 // if this texture is not the kind we want, skip ahead to the next one
13209 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13213 if(FAKELIGHT_ENABLED || depthonly || prepass)
13215 rsurface.lightmaptexture = NULL;
13216 rsurface.deluxemaptexture = NULL;
13217 rsurface.uselightmaptexture = false;
13218 // simply scan ahead until we find a different texture or lightmap state
13219 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13224 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13225 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13226 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13227 // simply scan ahead until we find a different texture or lightmap state
13228 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13231 // render the range of surfaces
13232 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13236 float locboxvertex3f[6*4*3] =
13238 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13239 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13240 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13241 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13242 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13243 1,0,0, 0,0,0, 0,1,0, 1,1,0
13246 unsigned short locboxelements[6*2*3] =
13251 12,13,14, 12,14,15,
13252 16,17,18, 16,18,19,
13256 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13259 cl_locnode_t *loc = (cl_locnode_t *)ent;
13261 float vertex3f[6*4*3];
13263 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13264 GL_DepthMask(false);
13265 GL_DepthRange(0, 1);
13266 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13267 GL_DepthTest(true);
13268 GL_CullFace(GL_NONE);
13269 R_EntityMatrix(&identitymatrix);
13271 R_Mesh_ResetTextureState();
13273 i = surfacelist[0];
13274 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13275 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13276 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13277 surfacelist[0] < 0 ? 0.5f : 0.125f);
13279 if (VectorCompare(loc->mins, loc->maxs))
13281 VectorSet(size, 2, 2, 2);
13282 VectorMA(loc->mins, -0.5f, size, mins);
13286 VectorCopy(loc->mins, mins);
13287 VectorSubtract(loc->maxs, loc->mins, size);
13290 for (i = 0;i < 6*4*3;)
13291 for (j = 0;j < 3;j++, i++)
13292 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13294 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13295 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13296 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13299 void R_DrawLocs(void)
13302 cl_locnode_t *loc, *nearestloc;
13304 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13305 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13307 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13308 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13312 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13314 if (decalsystem->decals)
13315 Mem_Free(decalsystem->decals);
13316 memset(decalsystem, 0, sizeof(*decalsystem));
13319 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
13322 tridecal_t *decals;
13325 // expand or initialize the system
13326 if (decalsystem->maxdecals <= decalsystem->numdecals)
13328 decalsystem_t old = *decalsystem;
13329 qboolean useshortelements;
13330 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13331 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13332 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
13333 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13334 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13335 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13336 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13337 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13338 if (decalsystem->numdecals)
13339 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13341 Mem_Free(old.decals);
13342 for (i = 0;i < decalsystem->maxdecals*3;i++)
13343 decalsystem->element3i[i] = i;
13344 if (useshortelements)
13345 for (i = 0;i < decalsystem->maxdecals*3;i++)
13346 decalsystem->element3s[i] = i;
13349 // grab a decal and search for another free slot for the next one
13350 decals = decalsystem->decals;
13351 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13352 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13354 decalsystem->freedecal = i;
13355 if (decalsystem->numdecals <= i)
13356 decalsystem->numdecals = i + 1;
13358 // initialize the decal
13360 decal->triangleindex = triangleindex;
13361 decal->surfaceindex = surfaceindex;
13362 decal->decalsequence = decalsequence;
13363 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13364 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13365 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13366 decal->color4ub[0][3] = 255;
13367 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13368 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13369 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13370 decal->color4ub[1][3] = 255;
13371 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13372 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13373 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13374 decal->color4ub[2][3] = 255;
13375 decal->vertex3f[0][0] = v0[0];
13376 decal->vertex3f[0][1] = v0[1];
13377 decal->vertex3f[0][2] = v0[2];
13378 decal->vertex3f[1][0] = v1[0];
13379 decal->vertex3f[1][1] = v1[1];
13380 decal->vertex3f[1][2] = v1[2];
13381 decal->vertex3f[2][0] = v2[0];
13382 decal->vertex3f[2][1] = v2[1];
13383 decal->vertex3f[2][2] = v2[2];
13384 decal->texcoord2f[0][0] = t0[0];
13385 decal->texcoord2f[0][1] = t0[1];
13386 decal->texcoord2f[1][0] = t1[0];
13387 decal->texcoord2f[1][1] = t1[1];
13388 decal->texcoord2f[2][0] = t2[0];
13389 decal->texcoord2f[2][1] = t2[1];
13392 extern cvar_t cl_decals_bias;
13393 extern cvar_t cl_decals_models;
13394 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13395 // baseparms, parms, temps
13396 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13401 const float *vertex3f;
13403 float points[2][9][3];
13410 e = rsurface.modelelement3i + 3*triangleindex;
13412 vertex3f = rsurface.modelvertex3f;
13414 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13416 index = 3*e[cornerindex];
13417 VectorCopy(vertex3f + index, v[cornerindex]);
13420 //TriangleNormal(v[0], v[1], v[2], normal);
13421 //if (DotProduct(normal, localnormal) < 0.0f)
13423 // clip by each of the box planes formed from the projection matrix
13424 // if anything survives, we emit the decal
13425 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
13428 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
13431 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
13434 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
13437 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
13440 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
13443 // some part of the triangle survived, so we have to accept it...
13446 // dynamic always uses the original triangle
13448 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13450 index = 3*e[cornerindex];
13451 VectorCopy(vertex3f + index, v[cornerindex]);
13454 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13456 // convert vertex positions to texcoords
13457 Matrix4x4_Transform(projection, v[cornerindex], temp);
13458 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13459 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13460 // calculate distance fade from the projection origin
13461 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13462 f = bound(0.0f, f, 1.0f);
13463 c[cornerindex][0] = r * f;
13464 c[cornerindex][1] = g * f;
13465 c[cornerindex][2] = b * f;
13466 c[cornerindex][3] = 1.0f;
13467 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13470 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13472 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13473 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
13475 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
13477 matrix4x4_t projection;
13478 decalsystem_t *decalsystem;
13481 const msurface_t *surface;
13482 const msurface_t *surfaces;
13483 const int *surfacelist;
13484 const texture_t *texture;
13486 int numsurfacelist;
13487 int surfacelistindex;
13490 float localorigin[3];
13491 float localnormal[3];
13492 float localmins[3];
13493 float localmaxs[3];
13496 float planes[6][4];
13499 int bih_triangles_count;
13500 int bih_triangles[256];
13501 int bih_surfaces[256];
13503 decalsystem = &ent->decalsystem;
13504 model = ent->model;
13505 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13507 R_DecalSystem_Reset(&ent->decalsystem);
13511 if (!model->brush.data_leafs && !cl_decals_models.integer)
13513 if (decalsystem->model)
13514 R_DecalSystem_Reset(decalsystem);
13518 if (decalsystem->model != model)
13519 R_DecalSystem_Reset(decalsystem);
13520 decalsystem->model = model;
13522 RSurf_ActiveModelEntity(ent, false, false, false);
13524 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13525 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13526 VectorNormalize(localnormal);
13527 localsize = worldsize*rsurface.inversematrixscale;
13528 localmins[0] = localorigin[0] - localsize;
13529 localmins[1] = localorigin[1] - localsize;
13530 localmins[2] = localorigin[2] - localsize;
13531 localmaxs[0] = localorigin[0] + localsize;
13532 localmaxs[1] = localorigin[1] + localsize;
13533 localmaxs[2] = localorigin[2] + localsize;
13535 //VectorCopy(localnormal, planes[4]);
13536 //VectorVectors(planes[4], planes[2], planes[0]);
13537 AnglesFromVectors(angles, localnormal, NULL, false);
13538 AngleVectors(angles, planes[0], planes[2], planes[4]);
13539 VectorNegate(planes[0], planes[1]);
13540 VectorNegate(planes[2], planes[3]);
13541 VectorNegate(planes[4], planes[5]);
13542 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13543 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13544 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13545 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13546 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13547 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13552 matrix4x4_t forwardprojection;
13553 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13554 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13559 float projectionvector[4][3];
13560 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13561 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13562 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13563 projectionvector[0][0] = planes[0][0] * ilocalsize;
13564 projectionvector[0][1] = planes[1][0] * ilocalsize;
13565 projectionvector[0][2] = planes[2][0] * ilocalsize;
13566 projectionvector[1][0] = planes[0][1] * ilocalsize;
13567 projectionvector[1][1] = planes[1][1] * ilocalsize;
13568 projectionvector[1][2] = planes[2][1] * ilocalsize;
13569 projectionvector[2][0] = planes[0][2] * ilocalsize;
13570 projectionvector[2][1] = planes[1][2] * ilocalsize;
13571 projectionvector[2][2] = planes[2][2] * ilocalsize;
13572 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13573 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13574 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13575 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13579 dynamic = model->surfmesh.isanimated;
13580 numsurfacelist = model->nummodelsurfaces;
13581 surfacelist = model->sortedmodelsurfaces;
13582 surfaces = model->data_surfaces;
13585 bih_triangles_count = -1;
13588 if(model->render_bih.numleafs)
13589 bih = &model->render_bih;
13590 else if(model->collision_bih.numleafs)
13591 bih = &model->collision_bih;
13594 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13595 if(bih_triangles_count == 0)
13597 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13599 if(bih_triangles_count > 0)
13601 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13603 surfaceindex = bih_surfaces[triangleindex];
13604 surface = surfaces + surfaceindex;
13605 texture = surface->texture;
13606 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13608 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13610 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13615 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13617 surfaceindex = surfacelist[surfacelistindex];
13618 surface = surfaces + surfaceindex;
13619 // check cull box first because it rejects more than any other check
13620 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13622 // skip transparent surfaces
13623 texture = surface->texture;
13624 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13626 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13628 numtriangles = surface->num_triangles;
13629 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13630 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13635 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13636 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
13638 int renderentityindex;
13639 float worldmins[3];
13640 float worldmaxs[3];
13641 entity_render_t *ent;
13643 if (!cl_decals_newsystem.integer)
13646 worldmins[0] = worldorigin[0] - worldsize;
13647 worldmins[1] = worldorigin[1] - worldsize;
13648 worldmins[2] = worldorigin[2] - worldsize;
13649 worldmaxs[0] = worldorigin[0] + worldsize;
13650 worldmaxs[1] = worldorigin[1] + worldsize;
13651 worldmaxs[2] = worldorigin[2] + worldsize;
13653 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13655 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13657 ent = r_refdef.scene.entities[renderentityindex];
13658 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13661 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13665 typedef struct r_decalsystem_splatqueue_s
13667 vec3_t worldorigin;
13668 vec3_t worldnormal;
13674 r_decalsystem_splatqueue_t;
13676 int r_decalsystem_numqueued = 0;
13677 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13679 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
13681 r_decalsystem_splatqueue_t *queue;
13683 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13686 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13687 VectorCopy(worldorigin, queue->worldorigin);
13688 VectorCopy(worldnormal, queue->worldnormal);
13689 Vector4Set(queue->color, r, g, b, a);
13690 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13691 queue->worldsize = worldsize;
13692 queue->decalsequence = cl.decalsequence++;
13695 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13698 r_decalsystem_splatqueue_t *queue;
13700 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13701 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
13702 r_decalsystem_numqueued = 0;
13705 extern cvar_t cl_decals_max;
13706 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13709 decalsystem_t *decalsystem = &ent->decalsystem;
13716 if (!decalsystem->numdecals)
13719 if (r_showsurfaces.integer)
13722 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13724 R_DecalSystem_Reset(decalsystem);
13728 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13729 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13731 if (decalsystem->lastupdatetime)
13732 frametime = (cl.time - decalsystem->lastupdatetime);
13735 decalsystem->lastupdatetime = cl.time;
13736 decal = decalsystem->decals;
13737 numdecals = decalsystem->numdecals;
13739 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13741 if (decal->color4ub[0][3])
13743 decal->lived += frametime;
13744 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13746 memset(decal, 0, sizeof(*decal));
13747 if (decalsystem->freedecal > i)
13748 decalsystem->freedecal = i;
13752 decal = decalsystem->decals;
13753 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13756 // collapse the array by shuffling the tail decals into the gaps
13759 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13760 decalsystem->freedecal++;
13761 if (decalsystem->freedecal == numdecals)
13763 decal[decalsystem->freedecal] = decal[--numdecals];
13766 decalsystem->numdecals = numdecals;
13768 if (numdecals <= 0)
13770 // if there are no decals left, reset decalsystem
13771 R_DecalSystem_Reset(decalsystem);
13775 extern skinframe_t *decalskinframe;
13776 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13779 decalsystem_t *decalsystem = &ent->decalsystem;
13788 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13791 numdecals = decalsystem->numdecals;
13795 if (r_showsurfaces.integer)
13798 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13800 R_DecalSystem_Reset(decalsystem);
13804 // if the model is static it doesn't matter what value we give for
13805 // wantnormals and wanttangents, so this logic uses only rules applicable
13806 // to a model, knowing that they are meaningless otherwise
13807 if (ent == r_refdef.scene.worldentity)
13808 RSurf_ActiveWorldEntity();
13810 RSurf_ActiveModelEntity(ent, false, false, false);
13812 decalsystem->lastupdatetime = cl.time;
13813 decal = decalsystem->decals;
13815 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13817 // update vertex positions for animated models
13818 v3f = decalsystem->vertex3f;
13819 c4f = decalsystem->color4f;
13820 t2f = decalsystem->texcoord2f;
13821 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13823 if (!decal->color4ub[0][3])
13826 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13829 // update color values for fading decals
13830 if (decal->lived >= cl_decals_time.value)
13832 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13833 alpha *= (1.0f/255.0f);
13836 alpha = 1.0f/255.0f;
13838 c4f[ 0] = decal->color4ub[0][0] * alpha;
13839 c4f[ 1] = decal->color4ub[0][1] * alpha;
13840 c4f[ 2] = decal->color4ub[0][2] * alpha;
13842 c4f[ 4] = decal->color4ub[1][0] * alpha;
13843 c4f[ 5] = decal->color4ub[1][1] * alpha;
13844 c4f[ 6] = decal->color4ub[1][2] * alpha;
13846 c4f[ 8] = decal->color4ub[2][0] * alpha;
13847 c4f[ 9] = decal->color4ub[2][1] * alpha;
13848 c4f[10] = decal->color4ub[2][2] * alpha;
13851 t2f[0] = decal->texcoord2f[0][0];
13852 t2f[1] = decal->texcoord2f[0][1];
13853 t2f[2] = decal->texcoord2f[1][0];
13854 t2f[3] = decal->texcoord2f[1][1];
13855 t2f[4] = decal->texcoord2f[2][0];
13856 t2f[5] = decal->texcoord2f[2][1];
13858 // update vertex positions for animated models
13859 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13861 e = rsurface.modelelement3i + 3*decal->triangleindex;
13862 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13863 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13864 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13868 VectorCopy(decal->vertex3f[0], v3f);
13869 VectorCopy(decal->vertex3f[1], v3f + 3);
13870 VectorCopy(decal->vertex3f[2], v3f + 6);
13873 if (r_refdef.fogenabled)
13875 alpha = RSurf_FogVertex(v3f);
13876 VectorScale(c4f, alpha, c4f);
13877 alpha = RSurf_FogVertex(v3f + 3);
13878 VectorScale(c4f + 4, alpha, c4f + 4);
13879 alpha = RSurf_FogVertex(v3f + 6);
13880 VectorScale(c4f + 8, alpha, c4f + 8);
13891 r_refdef.stats.drawndecals += numtris;
13893 // now render the decals all at once
13894 // (this assumes they all use one particle font texture!)
13895 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
13896 R_Mesh_ResetTextureState();
13897 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13898 GL_DepthMask(false);
13899 GL_DepthRange(0, 1);
13900 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13901 GL_DepthTest(true);
13902 GL_CullFace(GL_NONE);
13903 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13904 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13905 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13909 static void R_DrawModelDecals(void)
13913 // fade faster when there are too many decals
13914 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13915 for (i = 0;i < r_refdef.scene.numentities;i++)
13916 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13918 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13919 for (i = 0;i < r_refdef.scene.numentities;i++)
13920 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13921 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13923 R_DecalSystem_ApplySplatEntitiesQueue();
13925 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13926 for (i = 0;i < r_refdef.scene.numentities;i++)
13927 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13929 r_refdef.stats.totaldecals += numdecals;
13931 if (r_showsurfaces.integer)
13934 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13936 for (i = 0;i < r_refdef.scene.numentities;i++)
13938 if (!r_refdef.viewcache.entityvisible[i])
13940 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13941 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13945 extern cvar_t mod_collision_bih;
13946 void R_DrawDebugModel(void)
13948 entity_render_t *ent = rsurface.entity;
13949 int i, j, k, l, flagsmask;
13950 const msurface_t *surface;
13951 dp_model_t *model = ent->model;
13954 switch(vid.renderpath)
13956 case RENDERPATH_GL11:
13957 case RENDERPATH_GL13:
13958 case RENDERPATH_GL20:
13959 case RENDERPATH_CGGL:
13961 case RENDERPATH_D3D9:
13962 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13964 case RENDERPATH_D3D10:
13965 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13967 case RENDERPATH_D3D11:
13968 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13972 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13974 R_Mesh_ResetTextureState();
13975 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13976 GL_DepthRange(0, 1);
13977 GL_DepthTest(!r_showdisabledepthtest.integer);
13978 GL_DepthMask(false);
13979 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13981 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13985 qboolean cullbox = ent == r_refdef.scene.worldentity;
13986 const q3mbrush_t *brush;
13987 const bih_t *bih = &model->collision_bih;
13988 const bih_leaf_t *bihleaf;
13989 float vertex3f[3][3];
13990 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13992 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13994 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13996 switch (bihleaf->type)
13999 brush = model->brush.data_brushes + bihleaf->itemindex;
14000 if (brush->colbrushf && brush->colbrushf->numtriangles)
14002 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
14003 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14004 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14007 case BIH_COLLISIONTRIANGLE:
14008 triangleindex = bihleaf->itemindex;
14009 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14010 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14011 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14012 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
14013 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14014 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14016 case BIH_RENDERTRIANGLE:
14017 triangleindex = bihleaf->itemindex;
14018 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14019 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14020 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14021 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
14022 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14023 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14029 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14031 if (r_showtris.integer || r_shownormals.integer)
14033 if (r_showdisabledepthtest.integer)
14035 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14036 GL_DepthMask(false);
14040 GL_BlendFunc(GL_ONE, GL_ZERO);
14041 GL_DepthMask(true);
14043 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14045 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14047 rsurface.texture = R_GetCurrentTexture(surface->texture);
14048 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14050 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14051 if (r_showtris.value > 0)
14053 if (!rsurface.texture->currentlayers->depthmask)
14054 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14055 else if (ent == r_refdef.scene.worldentity)
14056 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14058 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14059 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14060 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14062 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14065 if (r_shownormals.value < 0)
14067 qglBegin(GL_LINES);
14068 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14070 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14071 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14072 qglVertex3f(v[0], v[1], v[2]);
14073 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14074 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14075 qglVertex3f(v[0], v[1], v[2]);
14080 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14082 qglBegin(GL_LINES);
14083 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14085 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14086 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14087 qglVertex3f(v[0], v[1], v[2]);
14088 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14089 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14090 qglVertex3f(v[0], v[1], v[2]);
14094 qglBegin(GL_LINES);
14095 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14097 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14098 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14099 qglVertex3f(v[0], v[1], v[2]);
14100 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14101 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14102 qglVertex3f(v[0], v[1], v[2]);
14106 qglBegin(GL_LINES);
14107 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14109 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14110 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14111 qglVertex3f(v[0], v[1], v[2]);
14112 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14113 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14114 qglVertex3f(v[0], v[1], v[2]);
14121 rsurface.texture = NULL;
14125 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14126 int r_maxsurfacelist = 0;
14127 const msurface_t **r_surfacelist = NULL;
14128 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14130 int i, j, endj, flagsmask;
14131 dp_model_t *model = r_refdef.scene.worldmodel;
14132 msurface_t *surfaces;
14133 unsigned char *update;
14134 int numsurfacelist = 0;
14138 if (r_maxsurfacelist < model->num_surfaces)
14140 r_maxsurfacelist = model->num_surfaces;
14142 Mem_Free((msurface_t**)r_surfacelist);
14143 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14146 RSurf_ActiveWorldEntity();
14148 surfaces = model->data_surfaces;
14149 update = model->brushq1.lightmapupdateflags;
14151 // update light styles on this submodel
14152 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14154 model_brush_lightstyleinfo_t *style;
14155 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14157 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14159 int *list = style->surfacelist;
14160 style->value = r_refdef.scene.lightstylevalue[style->style];
14161 for (j = 0;j < style->numsurfaces;j++)
14162 update[list[j]] = true;
14167 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14171 R_DrawDebugModel();
14172 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14176 rsurface.lightmaptexture = NULL;
14177 rsurface.deluxemaptexture = NULL;
14178 rsurface.uselightmaptexture = false;
14179 rsurface.texture = NULL;
14180 rsurface.rtlight = NULL;
14181 numsurfacelist = 0;
14182 // add visible surfaces to draw list
14183 for (i = 0;i < model->nummodelsurfaces;i++)
14185 j = model->sortedmodelsurfaces[i];
14186 if (r_refdef.viewcache.world_surfacevisible[j])
14187 r_surfacelist[numsurfacelist++] = surfaces + j;
14189 // update lightmaps if needed
14190 if (model->brushq1.firstrender)
14192 model->brushq1.firstrender = false;
14193 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14195 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14199 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14200 if (r_refdef.viewcache.world_surfacevisible[j])
14202 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14204 // don't do anything if there were no surfaces
14205 if (!numsurfacelist)
14207 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14210 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14211 GL_AlphaTest(false);
14213 // add to stats if desired
14214 if (r_speeds.integer && !skysurfaces && !depthonly)
14216 r_refdef.stats.world_surfaces += numsurfacelist;
14217 for (j = 0;j < numsurfacelist;j++)
14218 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14221 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14224 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14226 int i, j, endj, flagsmask;
14227 dp_model_t *model = ent->model;
14228 msurface_t *surfaces;
14229 unsigned char *update;
14230 int numsurfacelist = 0;
14234 if (r_maxsurfacelist < model->num_surfaces)
14236 r_maxsurfacelist = model->num_surfaces;
14238 Mem_Free((msurface_t **)r_surfacelist);
14239 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14242 // if the model is static it doesn't matter what value we give for
14243 // wantnormals and wanttangents, so this logic uses only rules applicable
14244 // to a model, knowing that they are meaningless otherwise
14245 if (ent == r_refdef.scene.worldentity)
14246 RSurf_ActiveWorldEntity();
14247 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14248 RSurf_ActiveModelEntity(ent, false, false, false);
14250 RSurf_ActiveModelEntity(ent, true, true, true);
14251 else if (depthonly)
14253 switch (vid.renderpath)
14255 case RENDERPATH_GL20:
14256 case RENDERPATH_CGGL:
14257 case RENDERPATH_D3D9:
14258 case RENDERPATH_D3D10:
14259 case RENDERPATH_D3D11:
14260 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14262 case RENDERPATH_GL13:
14263 case RENDERPATH_GL11:
14264 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14270 switch (vid.renderpath)
14272 case RENDERPATH_GL20:
14273 case RENDERPATH_CGGL:
14274 case RENDERPATH_D3D9:
14275 case RENDERPATH_D3D10:
14276 case RENDERPATH_D3D11:
14277 RSurf_ActiveModelEntity(ent, true, true, false);
14279 case RENDERPATH_GL13:
14280 case RENDERPATH_GL11:
14281 RSurf_ActiveModelEntity(ent, true, false, false);
14286 surfaces = model->data_surfaces;
14287 update = model->brushq1.lightmapupdateflags;
14289 // update light styles
14290 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14292 model_brush_lightstyleinfo_t *style;
14293 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14295 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14297 int *list = style->surfacelist;
14298 style->value = r_refdef.scene.lightstylevalue[style->style];
14299 for (j = 0;j < style->numsurfaces;j++)
14300 update[list[j]] = true;
14305 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14309 R_DrawDebugModel();
14310 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14314 rsurface.lightmaptexture = NULL;
14315 rsurface.deluxemaptexture = NULL;
14316 rsurface.uselightmaptexture = false;
14317 rsurface.texture = NULL;
14318 rsurface.rtlight = NULL;
14319 numsurfacelist = 0;
14320 // add visible surfaces to draw list
14321 for (i = 0;i < model->nummodelsurfaces;i++)
14322 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14323 // don't do anything if there were no surfaces
14324 if (!numsurfacelist)
14326 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14329 // update lightmaps if needed
14333 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14338 R_BuildLightMap(ent, surfaces + j);
14343 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14345 R_BuildLightMap(ent, surfaces + j);
14346 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14347 GL_AlphaTest(false);
14349 // add to stats if desired
14350 if (r_speeds.integer && !skysurfaces && !depthonly)
14352 r_refdef.stats.entities_surfaces += numsurfacelist;
14353 for (j = 0;j < numsurfacelist;j++)
14354 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14357 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14360 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14362 static texture_t texture;
14363 static msurface_t surface;
14364 const msurface_t *surfacelist = &surface;
14366 // fake enough texture and surface state to render this geometry
14368 texture.update_lastrenderframe = -1; // regenerate this texture
14369 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14370 texture.currentskinframe = skinframe;
14371 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14372 texture.offsetmapping = OFFSETMAPPING_OFF;
14373 texture.offsetscale = 1;
14374 texture.specularscalemod = 1;
14375 texture.specularpowermod = 1;
14377 surface.texture = &texture;
14378 surface.num_triangles = numtriangles;
14379 surface.num_firsttriangle = firsttriangle;
14380 surface.num_vertices = numvertices;
14381 surface.num_firstvertex = firstvertex;
14384 rsurface.texture = R_GetCurrentTexture(surface.texture);
14385 rsurface.lightmaptexture = NULL;
14386 rsurface.deluxemaptexture = NULL;
14387 rsurface.uselightmaptexture = false;
14388 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14391 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14393 static msurface_t surface;
14394 const msurface_t *surfacelist = &surface;
14396 // fake enough texture and surface state to render this geometry
14398 surface.texture = texture;
14399 surface.num_triangles = numtriangles;
14400 surface.num_firsttriangle = firsttriangle;
14401 surface.num_vertices = numvertices;
14402 surface.num_firstvertex = firstvertex;
14405 rsurface.texture = R_GetCurrentTexture(surface.texture);
14406 rsurface.lightmaptexture = NULL;
14407 rsurface.deluxemaptexture = NULL;
14408 rsurface.uselightmaptexture = false;
14409 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);